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Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Suggestion: when heal/sneak gyros are activated, attach their model(s) directly to the engineer’s model (at a set, short distance and angle), so that they can’t be left behind even over rough terrain, jumping/gliding, and unusually fast movement.

Beta Weekend Druid Feedback Thread

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Celestial form? Really?

What does that have to do with a druid? It’s a recycled Canthan topic (Guild wars 1 nightsky theme).

That form should have to do something with nature and not such an artificial nightskytransformation. That really doesn’t match the druid’s function. Nightskytransformer…say what?

We’ve been through this before. For the past week.

First thing I noticed...

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I doubt that fern hound would do anything, if pet damage doesn’t.

First thing I noticed...

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I haven’t been able to play but I was watching some streaming and staff 1 was filling up CAF very decently just by itself if you line it up through your pet. I can only imagine that if you heal multiple allies CAF will fill very quickly.

That makes this the only profession mechanic in the game which requires a specific weapon to work properly. This is not a good thing. If someone doesn’t want to use staff, there is no reason at all (at this point) for them to go Druid, as far as I can tell.

Well yes, but obviously since the staff was designed for Druid it is going to work well with it. TU fills the bar quickly as well. And you could say cast GoU in CAF -> cast TU -> bar would probably go almost completely full. Throwing a glyph on a build with Verdant etchings could help heal allies as well if we can suggest a blossom speed increase. It’s going to take some time to test things out.

Does blast finishing in a water field to heal allies fill the bar? That could be synergy with HS right there, we have to test things that maybe aren’t exactly in the play style of Ranger atm. Does Invigorating Bond fill the bar? (If we can get a range increase to this skill that would be good synergy as well)

Reapers do just as well with dagger as greatsword. Most daredevils probably won’t bother with the staff; the spec works just fine with s/d or d/p. But if (as is being stated here; I haven’t tried it yet) it really does take a minute or more to fill up the bar without the staff…that is a serious issue.

It won’t. The staff auto pulses 3 times, so if you are lined up with your pet just by itself it will fill pretty quickly, definitely not a minute to fill 100% and as I said TU heals almost full basically.

Read what I said, including the bold part.

Ok and as I said TU fills it almost completely.

Ugh, I was thinking of giving up survival in favor of druid…

First thing I noticed...

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I haven’t been able to play but I was watching some streaming and staff 1 was filling up CAF very decently just by itself if you line it up through your pet. I can only imagine that if you heal multiple allies CAF will fill very quickly.

That makes this the only profession mechanic in the game which requires a specific weapon to work properly. This is not a good thing. If someone doesn’t want to use staff, there is no reason at all (at this point) for them to go Druid, as far as I can tell.

Well yes, but obviously since the staff was designed for Druid it is going to work well with it. TU fills the bar quickly as well. And you could say cast GoU in CAF -> cast TU -> bar would probably go almost completely full. Throwing a glyph on a build with Verdant etchings could help heal allies as well if we can suggest a blossom speed increase. It’s going to take some time to test things out.

Does blast finishing in a water field to heal allies fill the bar? That could be synergy with HS right there, we have to test things that maybe aren’t exactly in the play style of Ranger atm. Does Invigorating Bond fill the bar? (If we can get a range increase to this skill that would be good synergy as well)

Reapers do just as well with dagger as greatsword. Most daredevils probably won’t bother with the staff; the spec works just fine with s/d or d/p. But if (as is being stated here; I haven’t tried it yet) it really does take a minute or more to fill up the bar without the staff…that is a serious issue.

It won’t. The staff auto pulses 3 times, so if you are lined up with your pet just by itself it will fill pretty quickly, definitely not a minute to fill 100% and as I said TU heals almost full basically.

Read what I said, including the bold part.

First thing I noticed...

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I haven’t been able to play but I was watching some streaming and staff 1 was filling up CAF very decently just by itself if you line it up through your pet. I can only imagine that if you heal multiple allies CAF will fill very quickly.

That makes this the only profession mechanic in the game which requires a specific weapon to work properly. This is not a good thing. If someone doesn’t want to use staff, there is no reason at all (at this point) for them to go Druid, as far as I can tell.

Well yes, but obviously since the staff was designed for Druid it is going to work well with it. TU fills the bar quickly as well. And you could say cast GoU in CAF -> cast TU -> bar would probably go almost completely full. Throwing a glyph on a build with Verdant etchings could help heal allies as well if we can suggest a blossom speed increase. It’s going to take some time to test things out.

Does blast finishing in a water field to heal allies fill the bar? That could be synergy with HS right there, we have to test things that maybe aren’t exactly in the play style of Ranger atm. Does Invigorating Bond fill the bar? (If we can get a range increase to this skill that would be good synergy as well)

Reapers do just as well with dagger as greatsword. Most daredevils probably won’t bother with the staff; the spec works just fine with s/d or d/p. But if (as is being stated here; I haven’t tried it yet) it really does take a minute or more to fill up the bar without the staff…that is a serious issue.

More communication about the Scrapper please

in Engineer

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I personally think the cooldown balance discussion is sort of backward.

Gyros should have effects that merit going on cooldown on death rather than just giving them cooldown on cast.

Would bring some interesting play and use of the utilities. Similar to Healing Turret.

Well Healing Turret works exactly the opposite of how they want turrets to work and it seems like Gyros as well to a lesser extent. They don’t want us blowing up turrets a second after using them, they’ve said as much. This is why they moved a lot of the heal off of the initial placement of HT awhile back, it just did nothing to actually solve the problem.

I don’t think blowing up a turret or gyro immediately after getting its initial effects is interesting play. At that point they’re not even minions for us they’re regular skills that we’re using for a one time effect. That’s not what turrets and gyros are designed for so I don’t think they should push us toward that direction with big death effects. We should want to keep them alive.

The problem with that idea is that dropping then exploding a turret is the only efficient way to use it. They go down in about 2 shots, and don’t give the benefit if killed by an opponent. Giving us turrets was a bad decision; giving us turrets and gyros after we begged them not to was a huge mistake.

First thing I noticed...

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I haven’t been able to play but I was watching some streaming and staff 1 was filling up CAF very decently just by itself if you line it up through your pet. I can only imagine that if you heal multiple allies CAF will fill very quickly.

That makes this the only profession mechanic in the game which requires a specific weapon to work properly. This is not a good thing. If someone doesn’t want to use staff, there is no reason at all (at this point) for them to go Druid, as far as I can tell.

First thing I noticed...

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

was afraid it’s gonna be like this. Well, crap… Here you go full condi clear every 10 or so seconds…

simply remove that trait. Rather have ability to go Form than a full condition clear.

Druid needs decent condition clear, otherwise you’re forced out of any kind of DPS build at all. Ranger already has subpar DPS keeping it out of dungeons, thank you.

Courtyard

in PvP

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Smaller the group, the more imbalanced the PvP gets. Same issue why we have no 1v1. Cant balance on 1v1 or other forms of small scale PvP.

Prefer 5 vs 5 or 8 vs 8

The problem is that 5v5 on a small map is just too cluttered. It favors setups that can faceroll out AoE, because (unlike the 1v1 to 3v3 skirmishes in conquest) you can’t be watching animations for 5 opponents simultaneously, nor can you successfully avoid 5 sets of AoEs if the opposing team has a comp like that. Then, if you aren’t on an organized team, your teammates will trickle back into the fight singularly or in pairs just to be bursted down by 4-5 players at once, because they don’t listen when you tell them to regroup. It’s really frustrating. I know that the latter is partially a problem with matchmaking (5-person premade vs. solo queue party is usually lopsided), but at least in conquest you’d have the possibility of getting a cap and a kill or two. In courtyard, there is literally nothing that a single player, no matter how skilled, can do in such a scenario.

Edit: Also, it’s worth mentioning that some professions have no builds that are even mediocre for TDM, while any of them have at least something that can help their team in conquest. Courtyard really should be a separate queue, similar to stronghold.

(edited by Unholy Pillager.3791)

Can we get a buff to shortbow now?

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I’d love the Shortbow to go back to being a true hybrid weapon so it could function in a power role as well as a condi role. The most (and to be truthful, only) fun I had with the Ranger class was shortly after release when the attacks were faster, longer, and did more power damage. The other skills were mostly utility to help with kiting and control and it was a very dynamic and engaging way to play. The class has never been that fun since.

The problem with the Shortbow is the axe. They have the same range, very similar attacks, and due to the offhand, the axe can be pushed toward a condi, power, or utility playstyle. To make Shortbow stand out for the class may require changes to the Axe too. I really do think Infantrydiv is on the right track for both weapons.

If you make Axe #1 a melee chain that is more condi oriented and simply increase the damage on Shortbow #1 and increase its range somewhere, you’ll return Shortbow to the way it was at launch and make Axe and Shortbow very distinct weapons.

Alternatively, you make Axe #1 more of a melee power oriented chain with perhaps a twirl finisher on the final attack and you make it a utility/power weapon but still strong on condi builds while still allowing Shortbow to be a strong, distinct condi weapon.

Either approach is good but it’s important to broaden the gap in playstyle/utility of axe and shortbow without causing a problem with axe stepping on sword’s toes (which it shouldn’t since sword is a evasive melee weapon).

I still think that:
1. Rangers need a dedicated, ranged condition weapon. Sort of a ranger equivalent to necro scepter or engi p/p.

2. Making the shortbow a hybrid weapon is stepping on the toes of the longbow, whereas I believe the ideal situation is to have them coexist in separate niches.

More communication about the Scrapper please

in Engineer

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

This weekend you’ll be able to test out a lot of the theorycrafting (some of which had my eyes widening – in a good way) that you’ve been doing and offer even more awesome feedback.

Things you’ve brought up, like the Scrapper’s lack of a stunbreak on either their utilities or traits is getting acted on, as well as a few more changes to core Engineer and bugfixes.

please-let-gyro-cooldown-start-immediately, please-let-gyro-cooldown-start-immediately, please-let-gyro-cooldown-start-immediately, please-let-gyro-cooldown-start-immediately!!! >_<’’

That would totally not happen.

  • Due to popular demand, we changed the Gyros so that their CD starts as soon as they are summoned. Congratulations Scrappers, you now have Perma Stealth with a well over 30s Duration on a 30s Cooldown.

…from a visible gyro with no use in pve since it gets nuked by trash and more than enough counterplay in pvp. Also we just rised it’s cd to 45, but I think the other gyros still are fine.

fixed for ya

the Gyro has a Stealth Duration of 44s with a downtime of 16s. If you are alone, it might be killed by trash (except for the Cannon Phase at Mai Trin, i don’t think that the Cannons target NPCs.) If you have another Scrapper, you have Perma Stealth with invisible Gyros.

I will Play the hell out of the Gyro with Nika in Stronghold because they stealth eachother.

…Assuming that the stealth gyro can be stealthed at all. And if it can, I strongly suspect that they’ll ‘correct’ that, making the skill useless. Besides, it already gimps your movement speed, and in a specialization with heavy access to superspeed.

We Heal as One Feedback [merged]

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Players felt that WHaO brought ranger up to par with other classes but the dev’s point of view is that WHaO did too much for a single skill usage, which I kind of agree. Would love to see buffs spread across traits/utilities, or simply make druid more offensive.

It was a gimmick. No build that used WHaO was actually overpowered in use, it just looked powerful on paper. The boon share with pet, though, is something that needs to be baseline in some form, not reliant on a skill or trait. Ideally, the ranger and pet should share boons from a single pool.

Glyphs need a stunbreak

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Can’t you just use the adept trait for celestial to condi cleanse? Glyphs already have impressively short cool downs and alter what they do depending on if you’re in celestial or not, AND you can trait them to condi cleanse almost everyone but yourself.

And rangers have other traits that allow your pet to take your conditions,

I honestly don’t think Druid glyphs need it.

This isn’t about cleanse, this is about stunbreak.

Thank you Gaile, But...

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

The thing that frustrates me is that Roy is perfectly happy to have discussions on the revenant forum regarding balance tweaks, but refuses to set foot in the ranger forum to justify his hasty, heavy-handed gutting of the WHaO buff. I didn’t encounter a single build based around it that was actually overpowered. All of the theorycrafting resulted in builds that would get high quickness uptime, permanent protection…yet have no on-demand stunbreak, a heal that was almost always on cd when needed, massive pet downtime (i.e. the pet was unable to attack much of the time; also, downing the pet, when it happened, would destroy the build’s functionality completely), and pathetically anemic (if any) condition removal. And, for all the quickness and might, mediocre damage as well. Gimmicky it may have been, and perhaps not the right direction for the profession to go in, but it wasn’t unarguably overpowered and it certainly didn’t even distantly approach being unbeatable. Bottom line: if PU and d/d cele ele weren’t worthy of a hotfix, this certainly wasn’t.

Can we get a buff to shortbow now?

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

and I’m ok with that. thing is, I want the devs to have some vision and communicate it. it was created as a hybrid weapon. its AA used to do more damage and it worked really well with the old quickness. if they wanna make sb a condi weapon, then they should make it a condi weapon. it needs much more condi functionality. bearing in mind that REFLECTS are going to be spammed by every single elite spec in HoT. i would prefer if SB had some ground targeted attacks as well.

but in any case, we just need clarity.

Many ground targeted effects (grenades, mortar aa) don’t actually bypass those. It would have to be something indirect a la barrage. At any rate, I was worried that a hybrid shortbow would step on the longbow’s toes, where a condi sb would open them both up for use (which I consider the ideal situation).

Explosive trait bug

in Engineer

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Back-of-the-envelope calculation has this version of AAR as comparable damage increase to shape charge, assuming you stay in grenades or mortar most of the time.

Can we get a buff to shortbow now?

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Shortbow is now one of the worst weapons in the game, attacking with shortbow in a team fight, you might as well not even be there, and you are almost guaranteed to take more damage than you deal (lmao).

1. Slow down the Shortbow auto , but give it a guaranteed bleed, increased power scaling AND torment if hitting from 180 degrees behind target, this would make it way better in team fights, in 1v1s it wouldn’t be that much better since the target can usually face you.

2. This skill is fine as is in my opinion

3. Make this a leap finisher.

4. Change the bleeds from pet into torment

5. Add conditional confusion to this, also reduce the cooldown by 5 seconds.

Another possible change is to take the axe auto attack and give it to shortbow with bleeds on it, then give axe a real condition melee chain.

Seriously love yer ideas, would switch to SB in a heartbeat with those.

+1. every weapon needs to be compatible with condi and power builds. SB needs a little bit more condi output, and a huge buff to its power scaling. the weapon is actually not too bad but requires a lot of tweaking. I’ve been wanting to use it for a while now, but it simply isn’t viable.

This I don’t really agree with. What seems to work more effectively in most cases is making a weapon either condition focused or power focused, rather than trying to make it both. A good example of this is engineer: pistol (particularly p/p) is obviously condition focused, and rifle is power focused. They coexist extremely well.

More communication about the Scrapper please

in Engineer

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Yeah, don’t worry. Ranger is getting lots of attention. Enough attention to warrant beating one of the few fun new things we got in Tuesday’s patch into the kittening ground within 24 hours of getting it. That’s what getting Anet’s “attention” is apparently worth.

I don’t get the WHaO rage. I can’t remember rangers saying WHaO was useless before the patch, but I remember many of them saying it is one of (if not THE) best healing skill of the ranger. And all rangers are complaining about this skill become useless? Even after the nerf of the skill, it is more powerful than before the patch. So it is still a buff to it.

We won’t get an answer before BWE, but I hope the devs are reading this and there will be work for the scrapper class mechanic. And I hope all you guys who can participate the BWE will give feedback to improve our profession.

None of the builds using it were actually overpowered in practice, yet they gutted it within 24 hours. Meanwhile, they allowed elementalists and mesmers to run around with builds that actually were overpowered for months without bothering to step in. And then, when they did step in with those, they carefully shaved them down instead of shredding them to bloody pieces. It’s a blatant double standard.

We Heal as One Feedback [merged]

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

ohhh. LOL they nerfed it already? hahahahahahahahah I knew that wouldn’t last long.

Where’s the patch note? I’m seeing people saying it’s been nerfed but why haven’t they made an announcement? Where’s the Dev communication?

This is completely ridiculous and proves every Ranger critic right.

I can’t find anything – what change have they made?

Roy communicated it via twitter, because the only profession forum he visits is revenant.

We Heal as One Feedback [merged]

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I think WHaO was OP in it’s buffed stat. I played BWE2 almost exclusively on a herald revenant and I loved building up large durations of boons passively. The big difference between ranger and herald is the herald had to lock down a large chunk of their profession resource to do it (upkeep of several skills) and it was the intended design focus of the specialisation – sacrifice energy to maintain AoE boons. The ranger used a single skill which snowballed once you obtained boons from other sources that easily rivaled what the herald’s primary appeal is (admitedly the herald is AoE while the ranger was simply it and its pet). It also revolved around using a heal for something other than healing.

I disagree with this heavily. First of all, getting boons from another player and extending them isn’t as big of a deal as it’s being made out to be. Every time you have an allied elementalist or warrior near you, you’re going to have 25 stacks of might. Therefore, gutting the might transfer on the skill was either shortsighted or malicious. The fact that Roy can’t be bothered to explain his heavy-handed treatment of the skill on the forums here points suggestively at the latter; after all, it isn’t as if he has any reluctance explaining his changes on the revenant subforum. Besides, rangers have been at the bottom of the heap for three years straight. Ranger players are looking for anything that has a chance in hell of putting them nearly on par with the other professions, yet every time anything comes up that might make them competitive, it doesn’t just get nerfed…it gets obliterated.

The problem with WaO was that it could stack long duration boons that were really powerful like protection and quickness.

The issue was not with might stacking. The might limit of 3 was a knee jerk overnerf that was not necessary. They should have just used the fortifying bond template of boon duration and the might stacks would have fallen off within 10 seconds with a maximum of 17.5 seconds if someone used might runes.

However, as with everything, they completely over reacted.

If protection and swiftness stacking are so powerful, why can elementalists and guardians do it casually for an entire team? The only ‘problem’ here was quickness, and even that didn’t give the ranger any more burst than a scepter elementalist (and less condition cleanse). Oh, and it also required having your stunbreak and heal on cooldown most of the time. Yeah, what an advantage…

We Heal as One Feedback [merged]

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

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.

Here:

So, if they’ll just “lock” boon sharing duration to 10sec it will be fine.
Less than that will be awful.

They’re making it function the same way as Fortifying Bond, which is what it should have been done in the first place.

Except with Fortifying bonds values its kills the skill for anything other then Might stacking.

Well yes, but maybe just maybe the devs don’t intend for RANGER to stack boons like that.

And they have no rational justification for that position. Ranger has spent the last 3 years being kicked out of dungeon groups and left out of PvP tournaments. ArenaNet is either unwilling or unable to make the profession viable and competitive, and their refusal to discuss the problems with the player base is making things worse. They’re happy to engage in dialogue in the revenant forum, but for the profession that has needed it the most for three years straight? No, no time for that.

Sure they do: it’s not intended for Rangers to stack boons like other classes whether you like it or not. It is not the design for the Ranger.

My entire point there was that they have no rational justification for their ranger design. Their ranger design has been underpowered as hell for three years straight.

WHaO hit too hard

in PvP

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

You need to copy/paste this into the thread for it on the ranger subforum. Give the devs more chances to see it.

We Heal as One Feedback [merged]

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

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.

No, you won’t. After using WHaO the first time, you’ll have 25 stacks for a couple of seconds, tops. Then the might will expire, long before WHaO comes off of cooldown again. You seem to be misunderstanding the mechanics here.

If you get 13 stacks of might for 16+seconds and use WHaO you will have 25 stacks of might for 16s with half of the stacks expiring shortly before the other stacks because they were transferred after WHaO was cast. Therefore, if you keep reapplying the 13 stacks of 16s of might before you need to cast WHaO you can get the perma stacks. I understand how intensity stacking works.

No, because next time around they would no longer have 16 seconds left, they would be expiring.

13 stacks —> WHaO (25, ~16s left) --————-> (25, 2s left) WHaO —-—-> (25, 1s left)

You’re assuming that it would reset the duration back to 16s on the second use of WHaO. It would not.

We Heal as One Feedback [merged]

in Ranger

Posted by: Unholy Pillager.3791

Unholy Pillager.3791

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.

No, you won’t. After using WHaO the first time, you’ll have 25 stacks for a couple of seconds, tops. Then the might will expire, long before WHaO comes off of cooldown again. You seem to be misunderstanding the mechanics here.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

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.

If that’s your argument, then what’s your response to the fact that other professions can keep 25 might stacks indefinitely, and more easily than ranger can? It wouldn’t be a problem if ranger were actually competitive in PvP without might stacking, but this isn’t really the case.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

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.

They could just make it so it only copies boons while in combat. This would allow rangers to get stronger as the fight goes on, but prevent people from stacking so much that they enter fights fully buffed.

If people want to front load damage they have to deal with the risk vs. reward of blowing cooldowns and their heal to buff themselves when they first engage a fight. Otherwise they have to put a lot of thought into when they use their cooldowns and heal. Either way they wouldn’t have permanent boons.

Or they could just make it not copy quickness but all the others? Since, apparently, quickness was the problem and what everbody was QQ’ing about

I thought that that was the case, but then Roy capped the might stacking at 3 stacks maximum. Apparently, rangers aren’t allowed to stack might…

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

At this point it’s no longer about whether it’s a buff or nerf anymore.

It’s how Anet sees ranger.

No, it’s not. The trait was not acting as intended. I’m sorry that you feel that rangers need broken traits to be competitive, but Anet is going to fix these regardless of what class. Both guardians and engineers had traits disabled because they were not acting as intended. It has nothing to do with class preference, but instead appropriate game balance.

Let’s not forget that it is still a buff from Heal As One.

We feel that rangers need broken traits to be competitive? Ranger hasn’t been competitive since Guild Wars 1! Even with this ‘broken’ functionality, no rangers were going to make it into tournaments. The profession needs serious help, and I don’t see any on the way.

Not sure why people complaining..

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

One would expect to win a game with 50% more players on their side.

Those were probably people leaving the game after it ended, but before being automatically kicked out. That happens frequently; don’t you pay attention in PvP?

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

The mechanic really should have been preparations…the combat system just doesn’t work well with AI companions in many areas. Base everything around active defense such as dodge roll, then put a solid third of the ranger’s DPS and utility onto something that lacks that mechanic? Bad idea…

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

…Also, is there any chance of an explanation for why rangers are prohibited from stacking might, but warriors, elementalists, necromancers, etc. are not?

Because all classes should not be the same. Why not let Thieves stack 25 might on themselves in seconds too?

Thieves have been in the sPvP meta permanently since the game was released while rangers have never been there? Thieves can get on-demand stealth and have insane mobility while rangers can’t and don’t? Rangers have the tools of a might stacking class, but without the might stacking.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Also, shadowshot.

That’s just a blind, though, for the damage the dagger needs to hit (and that is not unblockable, as I recall).

It is a melee attack, though, which would ignore projectile hate anyway.

Yes, but the real concern is still those professions (or rather profession, since it is mostly engineer) that don’t have much in the way of melee damage or non-projectile ranged damage.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

If they add so many reflects and projectile blocks to all classes, how about adding a “reflection penetration” as mechanic as counter-play.

Seems like all the new specialization and class has immense access to long duration low CD reflects. It’s only fair that classes that rely on projectiles to get something like “reflection penetration”.

Although it’s not stated as such, unblockable attacks do ignore most projectile hate.

I have yet to see any unblockable projectiles in this game.
Maybe they should start adding them.

Dark Path and Mirror Blade are the only ones that come to mind as being natively unblockable, but Warrior has Signet of Might to make anything they want unblockable. Revenant can also make anything unblockable via Devestation trait line or Shiro.

There’s not much, but it is there.

Also, shadowshot.

That’s just a blind, though, for the damage the dagger needs to hit (and that is not unblockable, as I recall).

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Shade, do not be discouraged. I sent this thread to Roy on twitter and he reaponded saying “I work on all combat/profession things. All skills/combat designers are involved in the design of each profession.. I agree ranger shouts need some work though, I’ll take a look at the suggestions.”

THIS IS PROGRESS

They’ve been saying that for years, and look how it has gone: rangers are still inferior, and always have been, yet are still the ones getting nerfed more harshly and completely than anyone else.

To Roy: Boon sharing with pets needs to be incorporated somehow, and not just as a Nature Magic gimmick which wrecks your build to take. Obviously sharing won’t do it, because for some unfathomable reason you don’t want rangers stacking might. The best suggestion that I’ve seen is to make ranger and pet share a pool of boons: any boon that either receives is put into the pool, when there are duplicates (same boon, same source), only one copy is accepted. This ‘pool’ would be attached to the ranger, the pet would have no buffs on it separate from the ranger, but would instead get the effects of the ranger’s boons.

Also, is there any chance of an explanation for why rangers are prohibited from stacking might, but warriors, elementalists, necromancers, etc. are not?

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

The heal had to change and everyone knew it. You can’t have it that the only reason a Ranger is in the meta is because of a single overpowered trait/heal. Its a bad design choice, leads to less diversity, and is a nightmare to balance around in the future.

Having this heal remain unchanged would have been an anchor around our necks when it came to buffing the many weak areas that currently exist for Rangers.

We all know that it had to be changed. No one is truly disputing that. Its that they went way too kitten far and one of the aspects of the nerf was one of the stupidest we have ever seen. Thats whats got people upset.

Actually, quite a few people are upset it was fixed at all.

And even amongst those who claim to only be upset at the might cap, the reaction is disproportionate enough to suggest otherwise.

It is the most blatant example of their double standard yet: warriors, elementalists and necromancers are allowed to stack might, but rangers (who aren’t in the meta, have never been in the meta, and would like to actually be competitive on the same level) are not allowed to stack might…just because? He didn’t even have the courtesy to provide an explanation! He’s happy enough to do that on the revenant forum, but for a profession that’s been shafted for the entirety of the game’s existence he can’t be bothered.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

This is much more in-line with the sort of buffs the patch seems to have had.

The ranger needs fixes, but not like this.

You are going say with a straight face that THREE stacks of might is fair? Seriously?

When it had zero boon transfer before the patch, yeah that is fair.

It also wasn’t used in any gamemode before the patch. Hell, even with soldier runes TU is the better option.

False it can be used in both of the meta pve builds condi or power. And if you are running shouts in pvp/wvw people still slot it. Just because you don’t use it doesn’t mean other people don’t use it.

It’s inferior in almost every way. It heals less than TU, it doesn’t remove conditions when traited, it doesn’t keep your health over 90% nearly as efficiently (for scholar runes), you can’t use it preemptively, it doesn’t provide a water field like healing spring. The only thing you get from it is some worthless boons (swiftness and regeneration). It can be used, sure, just as search and rescue and guard can be used. It’s still outclassed by every other option out there, except for the water spirit.

Its less susceptible to spiking than is TU, it doesn’t potentially have a water field block fire fields. Some worthless boons? So it doesn’t apply might at all now? Actually it still gives might, and it gives small durations of useful boons like prot. This is the problem with it being broken before. A skill gets a nice little buff that is not extreme(and was what was expected when the patch was previewed), but everyone goes berserk because it isn’t broken like it was when the patch went live.

The problem is that Roy took offense to the might stacking, of all things. Despite the fact that several other classes stack might absurdly easily. Boon sharing between ranger and pet should have been baseline from the beginning, but when they finally implement it, their version is so watered down it might as well not exist. It’s a slap in the face, honestly. Professions which are already strong are allowed to stack boons, but the weakest profession in the game is not, because they think that that is balanced for some unfathomable reason.

I do not think it unfair to say: “No, you may not stack an ungodly amount of might in such a sort period of time as enabled by one skill.”

Barely more might stacking than a cele ele, but without the sustain and cleanse that would give it a place in the meta.[sarcasm] Yeah, really overpowered. Elementalists and necromancers are in danger of being replaced.[/sarcasm]

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Necromancer received it because they were literally the only profession without projectile defense, which is important not only in PvP but also in quite a bit of PvE. They are still the only profession without projectile reflection, until Revenant comes out (they also lack Reflection, but do have good blocking options).

…Did you even read my suggestion? Because you didn’t address it.

You’re right, I didn’t. And the answer is…not so much, no. Tool kit (Magnet!) and bomb kit don’t care, for example. Thumper/Flame Turret/Turret detonations don’t care. Flamethrower even can work out. Engineers have tools to deal with projectile hate, after all. It might behoove you to work some into your build if you keep running into the same issue.

Hint: Tool kit is very good regardless of the presence of projectile hate.

Also, in the case of Necro projectile destruction specifically, it also applies a long weakness on the Necro himself that nearly matches the field’s duration. Necros already don’t have much in the way of dodging, so you can capitalize on it.

Turrets are terrible (except for healing turret, but I shouldn’t be forced to detonate that in the hope that the necro will stay next to it, just so I can actually deal some damage).

I do take toolkit: the magnet doesn’t always work due to terrain issues, the auto attack is mediocre, and the prybar is telegraphed.

I didn’t think that flamethrower would bypass that (after all, blunderbuss doesn’t, and it isn’t considered a projectile), but I haven’t tried it either. Bombs always seem inferior to grenades outside of specialized applications, and they’re easy to kite. I guess that the problem I’m seeing is that, while most professions have higher damage (or at least comparable damage) on the weapons that bypass projectile hate, engineers don’t.

At any rate, it does seem to me as if they want to make long ranged weapons useless for most of the game, and that’s pretty frustrating in and of itself.

Edit: Also, for necro: my brother didn’t mention a self-weakness when he was talking about how good they made the skill…he was just mentioning that it makes it really easy for him to 1v2 compared to before, especially if his opponents don’t know what they’re doing.

(edited by Unholy Pillager.3791)

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

What is wrong with you players with wanting so much? Boons used to be not so easily obtained. Now you’re complaining if you can’t have a full stack of perma boons?? This game shouldn’t become, “Boon Wars 2: the Game of Boons”. Boons should be limited as scarcity is what makes them special. The Dev’s have been making a design mistake by giving far too much access to boons and subsequently conditions. Dev’s in this area, less is more!

Then why are half the professions in the game allowed to fart out 25 stacks of might, plus protection, fury and even stability constantly? You are completely ignoring the fact that boons are not rare for most professions…just ranger, thief, and maybe mesmer. Of those, only the ranger is lacking a place in the meta, in both dungeons and PvP. It is a blatant double standard, and I am frankly appalled by it.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

You are going say with a straight face that THREE stacks of might is fair? Seriously?

When it had zero boon transfer before the patch, yeah that is fair.

It also wasn’t used in any gamemode before the patch. Hell, even with soldier runes TU is the better option.

False it can be used in both of the meta pve builds condi or power. And if you are running shouts in pvp/wvw people still slot it. Just because you don’t use it doesn’t mean other people don’t use it.

It’s inferior in almost every way. It heals less than TU, it doesn’t remove conditions when traited, it doesn’t keep your health over 90% nearly as efficiently (for scholar runes), you can’t use it preemptively, it doesn’t provide a water field like healing spring. The only thing you get from it is some worthless boons (swiftness and regeneration). It can be used, sure, just as search and rescue and guard can be used. It’s still outclassed by every other option out there, except for the water spirit.

Its less susceptible to spiking than is TU, it doesn’t potentially have a water field block fire fields. Some worthless boons? So it doesn’t apply might at all now? Actually it still gives might, and it gives small durations of useful boons like prot. This is the problem with it being broken before. A skill gets a nice little buff that is not extreme(and was what was expected when the patch was previewed), but everyone goes berserk because it isn’t broken like it was when the patch went live.

The problem is that Roy took offense to the might stacking, of all things. Despite the fact that several other classes stack might absurdly easily. Boon sharing between ranger and pet should have been baseline from the beginning, but when they finally implement it, their version is so watered down it might as well not exist. It’s a slap in the face, honestly. Professions which are already strong are allowed to stack boons, but the weakest profession in the game is not, because they think that that is balanced for some unfathomable reason.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Necromancer received it because they were literally the only profession without projectile defense, which is important not only in PvP but also in quite a bit of PvE. They are still the only profession without projectile reflection, until Revenant comes out (they also lack Reflection, but do have good blocking options).

…Did you even read my suggestion? Because you didn’t address it.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

……. they were seriously concerned with the might stacking!? What the kitten…

Hypocrites. Only their favorite professions are allowed to stack might, apparently.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

lol and yet it’s ok for Warriors, Guardians, and Eles to stack might without any real concern.

And necromancers.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

It’s only fair considering how easy power ranger and necro are when it comes to landing damage.

My point was that in making counterplay to that, they are destroying engineers completely. Not only are grenades harder to land than melee attacks, they also have less defensive utility attached to them. On top of that, shutting them down is now faceroll easy. That is a balance problem, doubly so because engineers have no melee damage weapon to use as recourse.

Edit: besides, if a ranger is attacking you with their longbow in melee range and beats you, you were outplayed.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Is it just me, or is projectile hate getting seriously out of control? Even earlier in the game’s progression, melee range fighting was dominant. Much of this was due to the point control that is the focus of conquest, but not all of it. There were projectile reflecting/destroying/blocking skills and effects, but they weren’t overwhelmingly numerous or common.

However, that seems to be changing very rapidly. Even professions which didn’t previously have much (if any) projectile hate are getting considerable amounts of it in recent updates (necromancer) and with the expansion (ranger). Yes, you can use melee weaponry to still deal damage…but look at a special case: engineers. At least 80% of an engineer’s damage is completely negated by projectile hate. This will get better in HoT, but not too much better…the hammer is a utility and defensive weapon, not a damage one, and so most of an engineer’s damage is still going to be attached to grenade kit. I have similar concerns for staff elementalists, because they don’t have a melee range weapon swap available.

What can be done about it? Well, I think that the best option would be to make projectile destroying abilities not function when the target is within melee range. This would allow counterplay, rather than allowing a necromancer to be invulnerable 8 seconds out of 20 when fighting an engineer or staff elementalist.

Rangers are beyond OP

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Holy Anet the Rangers actually got something nice. Better sound the alarm.
Can’t have that.

Alarm was sounded. Hammer dropped. CAN’T HAVE ANYTHING NICE.

Why couldn’t they just remove the quickness from the boons that got transfered instead of gutting it into non use again??!?!!

Because only elementalists, necromancers, guardians, revenants and warriors are allowed to stack boons that heavily. Not that that standard makes a whole lot of sense, but there it is.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

It’s bugged. About half the time you press f2, nothing happens. Sometimes the taunt activates but the skill doesn’t. It’s really annoying.

Is this still the case post patch?

It was the case last night after the patch, yes.

Can we get a buff to shortbow now?

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Honestly, I think that the bleed on auto attack should be unconditional, perhaps with lower duration to compensate. It should be useful as a condition weapon in PvP, but it isn’t always possible to get reliable flanking there.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

So incredibly frustrating. Like, if this is so broken that it needs a dev tweet the day after release, how could they have missed it when designing the change? Constant knee-jerk reactions when it comes to Ranger. Get it together already. Trust your own designers rather than a bunch of salty teenagers on a forum that represent a fraction of your playerbase.

exactly. Who designed this? Anyone? Was it darts at a dartboard? Did anyone even look at what boons a ranger can get before implementing this?

The real anger from the community here, isn’t the nerf itself, but the obvious lack of attention to detail from devs when it comes to designing the ranger (with the exception of Irenio whom I like a lot), i.e. they don’t give a kitten.

Rangers have needed boon sharing with their pet since the game was released. So no, not darts on a dartboard, something necessary that they didn’t think over the specifics of.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

I make a policy of allowing anyone in my dungeon groups. It was lame to have to beg for a spot, so I don’t do that to others.

Having said that, I don’t especially want rangers in a dungeon party for three reasons;

I find that rangers often fail to manage their pets well. This causes problems with drawing aggro and screwing up stealth.

Rangers will stand away from a stack. This pulls the enemy ball apart and increases the npc’s aoe while reducing our control.

In general.. rangers don’t seem willing to follow directions. More often than not I find myself having to compensate for a ranger doing silly things.

As to leaving a class subpar… well Mesmer wasn’t even capable of challenging a warrior, literally for years. The warrior heal kept them near full health even after multiple shatters.

That’s what I see happening again. Rangers are easily out healing my condition damage output and now have even more of a nuke bow than before.

If you have a problem with ranger healing vs. a condition build, then elementalists and necromancers must tear you to pieces. Both of them have better condition removal than rangers (by far), and elementalists have far better self healing (as for necromancers, they just have the equivalent of 50k health that you have to burn through). As an engineer main, I don’t have that much of a problem with rangers. Hell, I don’t have a problem with power based rangers on my thief (except on Foefire, but that’s sort of a special case). I don’t see where you’re coming from here.

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Posted by: Unholy Pillager.3791

Unholy Pillager.3791

Sure they do: it’s not intended for Rangers to stack boons like other classes whether you like it or not. It is not the design for the Ranger.

/FACEPALM

Tell us, that it’s not intended for ranger to be competitive in sPvP, whether you like it or not.

You’re as suming that the only way to be competitive in PvP is to stack boons.

Mesmers and thieves don’t need to stack boons. Warriors, guardians, necromancrs, elementalists, and engineers tend to stack boons to at least some extent in order to be competitive. Since rangers don’t have long term and/or spammable stealth and/or clones, they need to stack boons (or at least steal/corrupt them) in order to compete.

Still an assumption that the only way to be competitive is to stack boons, strip boons, or have broken mechanics like stealth.

It’s not an assumption, it’s an observation. I challenge you to find any exceptions to it.

It’s an observation of the current PvP meta game, but that doesn’t mean that the only way to be competitive is to do the things you mentioned. Just that those are the only roles that are competitive at this point in time, not that they will always be so which you assume.

The elite specs could easily change the meta in a way where those things you mentioned aren’t necessary and it could include things that the ranger can do well. Ie, tanky Druid that can burst heal, which doesn’t rely on boons.

Unless I’m mistaken, boons have always been the meta in PvP. If the ranger can stack boons, it might have a chance of actually being played in tournaments. If ANet were capable of making the ranger useful in PvP without stacking boons, they would have done it some time in the past three years. There is no reason for rangers to be incapable of stacking boons.

Boons are good because they augment the base profession. Rangers aren’t in the meta because the base profession isn’t solid. The Ranger is too highly dependent on the pet for damage, utility, and survivability; no other class is handcuffed to AI in the way that Ranger is. The real reason why Rangers aren’t in the meta is because they have lower damage that is reliant on the pet and no group utility that warrants a spot over a different class.

You think that boons are the answer for the Ranger and yet this skill has come along that enables boon stacking, but is at the same time being downplayed because it is easily countered by classes that can strip boons which is the case for any class that heavily stacks boons and currently in the meta. Its the class not the boons.

No, I think that boons are enough of a crutch to possibly make up for some of the AI’s deficiencies. I said all along (starting when the ranger was first revealed, long before release) that shackling rangers to pets was a bad idea. But this far in, ArenaNet is too stubborn to admit how misguided they were and rebuild the profession from the foundation up, despite the fact that this is what needs to happen. If the ranger’s mechanic were something better (my suggestion would be preparations), I would probably still be playing ranger as my main. It’s not, the AI is still bad, and now pets won’t even use their f2 skill when you tell them to. I really hope that I’m wrong, but I strongly suspect that Roy is going to sledgehammer WHaO into oblivion without any compensatory buffs or fixes, because it’s ranger rather than revenant or elementalist, and that has been the pattern with their ranger ‘balances’. Let’s hope that I’m wrong. Honestly, the least he could do is discuss this on the ranger forums. This silent treatment, on top of the terrible balance decisions and all of these pet bugs, is extremely frustrating.