Step 4: Incentivize people to visit.
-They did a great job of doing this at one time giving away boosts or keys or whatever for free but only for a tiny window. People would do map wide shouts to remind people to “get their free BLC key!” Or, “free booster on the gem store!”. While these were great, people stopped checking because free items stopped coming. This is probably the most effective way to get people in there. Perhaps a gift each week, but it expires in your inventory after a week, that way players can’t indefinitely stack these items and keeps people revisiting?
-Unadvertised sales. Instead of sales that last weeks. Have one item a day go 50% off or something. Give players a reason to want to check. Black Feather Wings are a hugely popular item and no one knows when they’re coming back. I’m sure there’s a huge population of people waiting for them. If they were in the gem store continuously players would continuously buy them and if there’s a random day that, that particular item could potentially be 50% off. You know I would be right there skimming through every single day waiting for it.
Wow, that’s a lot of information. What are some potential barriers?
Now, that we’ve explored some problems and possible solutions. I’ll acknowledge they may not be perfect and maybe there are even better ways; throw those bad boys in the comments below. What are some potential barriers?
—Disagreeing with the issue addressed completely. Maybe you view the gem store as fine? My only objective was to raise awareness and be a supportive person of ANET’s endeavors.
—It’s a lot of work. I suppose if it was easy it would have been done already. You would have to have someone design it, people program it, etc. And with the upcoming living store and expansion, I’m sure there are very few hands available. While this may be true, I still see it as a valuable use of resources. Maybe it could be put off for a while until resources become available, sure.
—You disagree with my marketing ideology. Like every games, sales and limited time offers are tried and true cash grabs. GuildWars2 tried to break away from nearly every preconceived ideology of how a MMO should be managed from no subscription fees to how they distribute content. I have serious reservations that a reorganization and revitalization of their cash shop would limit their sales. But as for growth, who knows, it can’t go anywhere but up.
—You hate GuildWars :*(
Well, thanks for sticking around everyone. Please let me know what you think.
(PAGE 3 OF 3)
Let’s do it! Solutions
Step 1: Fill the Gem Store up
I’m not asking that ANET dedicate time to making more items because there are plenty of items, but people just do not see them. How many times do you go to the The Vaults? Most don’t even know about the unique mechanic of locking skins behind a closed gate until a certain number of new sets are added to the game opening up once locked areas. An incredibly cool mechanic but it is never explored. Check out these screenshots.
The enterance.
Inside.
While every item is obtainable. It’s very difficult especially the older the weapon sets, which cost more tickets. It’s very rare to acquire a Black Lion Chest Key and the drops from the chest are usually ticket scraps which combine eventually into actual tickets redeemable for weapons. I’m not asking for a change to this system as it provides a real RNG way to potentially acquire weapons, albeit very, very RNG. What I’m asking is that every single weapon be inserted into my revitalized Gem Store. Just as an example, new sets could cost $0.99 a weapon while older sets could cost $1.99, or whatever is deemed fit.
The second part of step 1 is do unhide items. For example, (as of writing this it’s summer) it may be summer right now, but don’t hide winter wear. Maybe summer wear could be cheaper during the season and winter wear prices increase and vice versa.
Part three is to stop limiting items. I understand that making things limited availability is the cliche cash grab technique because customers panic and pull their credit cards out, but come on. Because of how few items are in the store already, it’s incredibly annoying. That’s like going to a clothing store and they’ve removed all their shirts because they were a limited time offer. Then you have to go to another store to spend your money. In this scenario though there’s only one store, the gem store, and now you’re just annoyed. You want to replace your shirt, but there’s literally no selection, and you have no idea when or even if another item will come. Even worse, what if you’re waiting and waiting, and step away from the game a couple days and an item was added and now it’s gone. You’ve probably sworn off the gemstore now.
Step 2: Improve preview-ability
I’m going to combine features of two sections to make this happen.
1. Each tab should have a expandable list identical to the trading post that can help you search and refine categories. With the obvious addition of categories pertinent to that tab. The expandable list.
2. A preview window similar to the Style tab, but reversed. With the collapsable list noted above on the left and the preview window on the right. The preview window..
—Your typical weapons should have tabs for wielded, stowed, weapon only.
—Toys etc. would have a short repeating gif or video showcasing the item.
—Consumables would have larger image of the item with a lengthy description or it’s effect.
—Miniatures and armor would display as if viewed using the wardrobe.
Step 3: Reorganize the gem store
To start, the homepage main splash should be larger and the recent purchases info is arbitrary and unnecessary.
Building off of idea in step 2. The Subsequent pages should be easier to navigate and refine searches. Similar to how the Trading Post can search for items or narrow categories down. The gem store needs to have a better way of refining searches. It’s insane that all weapon skins, armor skins, outfits, packages, etc are lumped into the style window with absolutely no rhyme or reason. It’s like going to a store but the only thing in the store is a large metal cage in the center and they’ve put every single item in that cage.
Newer added items should be pinned to the top, perhaps two weeks before it falls in line with the rest of the items. The remaining items should be displayed by popularity.
(PAGE 2 of 3)
As an avid GW2 player, I want to see the game do well as I think we all do. I’m continuously disappointed with the gem store for a variety of reasons. But it’s a complicated issue with a variety of points to address ranging from impact of the economy to deviating from the company’s vision. At the end of the day however, GW2 is a real business, and I want to see it continue to succeed.
So, what’s the problem?
1. The extreme lack of actual stuff in the gemstore. I’ll divulge my idea shortly, but for example, find an axe in the gemstore. Could you? Zero? Maybe one (depending on when this post is read by you)? Why though?
2. The preview-ability of actual goods. For example, as of today 5/5/17, try to view that cute Mini Outlaw Puppy. Could you? Nope. In order to actually see what this mini pet looks like you either have to go to your wardrobe or drop the gems. What if you’re disappointed with what it turns out to be? Will that impact your future purchases? Youbetcha. Another example: The Bobblehead Laboratory. What if you’re a new player and never see this in action? Will you buy it? Probably not. It doesn’t preview as a typical item though, hmm. (More on this in my solution section).
3. The gemstore has severe issues with organization, and I’m sure that this issue alone has a significant impact on sales. If a player can’t find what they’re looking for, they’re not going to buy it.
4. The sheer lack of gem store traffic. While I don’t have the statistics that ANET has about gem store traffic, out of my several ingame surveys between active guilds (probably about 150 participants) only a handful of people said that they even look at the gemstore. Most said the only reason it’s viewed is because of it’s placement after pressing “O” to get to the Trading Post tab.
I see what you’re saying! Tell me more.
If you’ve been following along, I hope that you’re in agreement that there are issues and it absolutely could be done better. Maybe you have your own ideas of how it should be handled (throw them down in the comments below!).
There’s several steps to my solution and I’ll elaborate on them in a minute, but here are my proposed steps:
Step 1: Fill the gem store up.
Step 2: Improve preview-ability.
Step 3: Reorganize the gem store.
Step 4: Entice people to open the gem store regularly.
(PAGE 1 OF 3)
I’m beginning to feel the UI is very cluttered. Seriously, check out how gorgeous the game is when it’s not being overcast by a UI.
https://postimg.org/image/ft2e730yr/
I personally don’t need my experience bar, skills, the tabs at the top left, or chat and it would also be nice to just resize the quest log and minimap to make them as small as possible. We had this feature in GW1, but it didn’t transition over, and I’m not really sure as to what technological barriers are a problem, but it sure would be nice.
Simply put, this is what GW has envisioned gw2 farming as….
https://postimg.org/image/6grdxnzl7/
Is this really how you wanted to handle the leather situation.
So, I try to take every patch as level-headed as I can and wrap my head around the changes. Here is my takeaway:
Lunar Impact: I personally never use this skill for an AoE healing. Heck, I’d even be fine with no healing as long as the radius and duration were increased.
“We Heal as One!” and Resounding Timbre: So, it’s hard to rationalize this change but let’s work through it. Before, yes, you could get quite a lot of regeneration just from the single use of this skill; and I could totally rationalize a decrease to the point where you can no longer infinitely maintain it. I would have lowered the duration but increased the heal gain from each tick; making it so you had to use it tactfully instead of spamming it to keep the regeneration rolling. Now if both used in conjunction in PvE it grants about 14 seconds of regeneration. PvP it grants 3! Ow, resounding timbre took a massive hit with this one (a 60% efficacy drop in pvp). I, for one, take Beastmaster line basically for this trait and zephyr speed; so I think we’ll have to look at alternatives to accomodate a massive hit to our regeneration capabilities.
Ancient Seeds: Another druid fan favorite for pvp. Hated by other classes, so I can understand the logistics why. I guess it’s a toss up between GotL and Ancient Seeds now, but Lingering Light is still laughable. Still a disappointing change.
“Strength of the Pack!”: From what I understand, they wanted stability to be easily stripable (and by that logic punishable). And if you think about it, having the stability pulse basically renders boon strips useless if they’re going to come back a moment later. I would have like to see the opposite change happen. If you’re stripped of a boon, you can not gain that boon for a set time. Making both sides have to tactfully decide when to pop their skill. Instead SotP took a massive, massive hit. SotP used to be incredibly synergistic with Remorseless due to pulsing fury granting Remorseless over and over, now they barely interact. Maybe this was an oversight because this once was the entire purpose of Remorseless? Or maybe, as it seems to go, rangers can’t have anything nice, ha.
Smoke Assault: What once was an incredibly overpowered burst skill (smokescale would always use this skill first upon swapping), now is a pretty meager resemblance of its prime. I guess we could see this coming, but it’s always disheartening to have something nice given and then taken away bit by bit. Call it balance, but it just feels like it’s already below ideal dps and keeps being stripped. Maybe the solution would have been to dramatically increase its cooldown, so rangers can maintain their control of this burst skill without it being chronically abused.
Bonfire and Throw Torch: I’ll give them this. Condi across the board is getting out of hand, so I’ll applaud the minor tweaks to these skills rather than their hack-and-slash approach they seem to be using for skills like SotP and Resounding Timbre.
Evasive Purity: -Nods head in approval- Nothing really else to say.
Honed Axes: This in my mind is still an absurdly strange skill. It’s in beastmastery, uh why? It increases ferocity even though it’s a low-end power weapon mixed with wannabe conditions. Axe skills are kind of all over the place imo, so I have no idea how to take this. Now affecting either main or off-hand. Uh, thanks, I guess. I guess my recommendation would be to totally cement what you want your weapons to be about. Ex) Sword -> Vunerability, Shortbow ->Cripple and Poison, Axe ->Bleed, etc. Rather than weapons that try to dabble in different areas but ultimately just end up neglected because why would you use that when there is a clearly better condi or power weapon.
LoYF, Crippling Shot, Poison Volley: -Nods head in approval- (Although LoYF doesn’t work 100% the time.)
Refined Toxins: This is a good update. I guess it’s a poor name for a skill but I use this to maintain poison on a foe, not for its damage, but the bonus benefit of poison reducing healing. I can agree with this.
Strider’s Defence: Although Aragorn would be displeased. This skill was hardly used and it’s benefit even harder to notice, so a change is nice, but limiting it to sword and especially putting it on a line that focuses on condition and shortbow makes me cringe. The same problem with honed axes. Move these traits to better lines!
If I could do it my way, I would redo it again to something like
“While using Sword or Greatsword attack chain (1), as long as you do not hit a foe, you block 100% of incoming projectiles.”
Aragorn would approve as you could charge towards enemy archers slicing their arrows from the sky until you get up close. But I can dream, I suppose.
Troll Unguent: Nothing really to say, random tweak, but fine.
Looking for large guild.
My credentials:
-20k AP
-3x Legendary PvPer (Ranger)
-3.5k hours (All on Ranger)
-Guildwars player since GW1 beta.
Hit me up @ UnitedChaos.8364
I’m on Nevermore IV: The Raven Spirit.
-I’ve completed all steps up to “The Hatchling” where you are supposed to jump into the lava of Mount Maelstrom.
-I deleted the items as they’ve cluttered my inventory, as per every collection.
-It’s always the same, once it unlocks in your collection, you don’t need it anymore, or so I thought.
-It seems that this is the one anomaly?
-You need to have the four prior items before jumping into the lava?
-When I jump into the lava, without the items, the achievement doesn’t unlock.
-Do I have to recreate the items that I’ve already unlocked or is this an issue with the collection?
Help?
So you’re upset that there are invisible walls when trying to glide over a mountain, for example?
So, 99.9% of this game you don’t or wouldn’t normally be trying to break out of the map. Each map is its own instance, it’s not one continuous map separated by physical boundaries like mountains, and crossing said mountains puts you in that map. It’s just not like that. Each map is it’s own personal instance. If you’re wondering what the invisible wall is, it’s something along the lines of valve’s source sdk’s Player Clip. A good example is the picture of the fence in that link. You wouldn’t want players getting caught on every little nook and sharp edge of the fence. So the map creator placed a “player clip” aka invisible wall over the entire fence making it one smooth texture for the player to run into. More frustrating than ‘breaking immersion’ is when you’re trying to tactically retreat in a first person shooter and getting caught on the edge of a sharp brush. Between zones there is probably a large player clip preventing the player from falling out of the zone. Sure, it’s ‘immersion breaking’, but it stops you from falling out of the map and potentially crashing the client.
tl;dr invisible walls are there for a reason.
Same. 3 pts from being ranked. Season ended mid match, cost me top 250.
No new games should have been able to start after reset. Not penalize all current ranked matches going on. That way everyone’s season ends at the same time. My match started at like 6:50, and ended at 7:03, so I guess my season ended 10 minutes early.
Was top 250 yesterday.
Fell out of top 250 today, 3 pts from being ranked.
Started game before season ended, season ended mid match.
No points awarded.
Would have been top 250.
Games started before season end should have counted. No new games should have been able to be started at season end.
Until everybody starts at 600 bronze and climb to the top, the leaderboards will mean absolute nothing. 40-1 is the perfect exemple of how placements matches ruined the principle of a fair competition to the top.
Agree. Everyone should start at the same place. As better players win they will fall outside the skill rating range of the lower players. Yes, it’ll take time, but that means everyone has the same chance of getting there. Players who placed in legendary had a massive advantage of just having to play the bare minimum. I placed legendary the last 3 seasons, after the placement matches, placed gold. Worked from bottom of gold to mid platinum (which is probably where I belong), but I had a better w:l ratio and more games played than some of the “legendary” players. Big shame really.
Yesterday I was rank ~150 with 1,791 pts.
Today I was unranked and due to working I just got home.
3 points from being ranked.
I frantically joined a match. Season ended at ~400-150.
Won match.
No points awarded due to season ended.
I’m betting a lot of people feel ripped off by the season. Rank 1 has 41 games played, probably someone’s alt. I have 102 games played and won 63. A real shame. I feel I invested so much more, played so much better than the guy who plays the absolute minimum. The fact that I was playing a ranked match during the season and the season ended mid match and cost me ending in the top 250. Words can’t describe my disappointment in abruptly ending like that.
Edit: not to mention all the players with multiple alts in top 250, cheaters, and bare minimum players.
(edited by UnitedChaos.8364)
Spirits were viable at one point, but I should point out.
-Revenants were not a thing back then. Their buffs are better than spirits ever were because they couldn’t be destroyed.
-Spirits could move.
-The build concept was kind of to overwhelm by sheer numbers. A pet, 4 spirits, the ranger, and any allies and their minons.
-Druid wasn’t available back then. Basically all pvp builds are druid driven now.
Spirits have kind of been unviable in pvp just because everything is pretty much a better alternative. But when it comes to min:maxing for raids and fractals, they have their place because of the damage buffs rangers can supply.
I’m sorry, but you need to type coherently if you’re going to want people to be sympathetic.
You encountering a single bug does not render the entire game unplayable. The fact that you perceive that as enough to get a refund is laughable.
The wolf will only howl if the enemy is within range of the skill. The above post covered the basics. If you’re having a problem with howl, 1/2 the time you’re not in range and the other 1/2 the time it’s on recharge.
i would rather go up slowly then what im getting. i will go up 100 rank points then down 100 all day long
I wouldn’t. It’s like I showed. I’ve won 9 out of the last 10 matches. I’m still negative points because the loss dragged me down so far, and I’m only gaining a couple points per game. I literally cannot play any better.
It’s a low tier issue.
Learn to focus the ele, celestial and cleric age is over since a bit
I laughed at this.
No, it’s not a ‘low tier issue’. It’s common knowledge that ele has the highest damage and highest ‘bunk-ability’, if you will, because their traits mitigate a lot of damage. Ele’s are the most powerful class in pvp right now, and always have been.
I’ve placed legendary the last 3 seasons, and I’m currently 1746 skill rating / rank 195 as of this post. I know what I’m doing. It’s like everytime someone screams ele is op all the elementalists come and rally around the post and defer the blame somewhere else. But let’s be clear: I’m all for Imperfect balance! That’s what makes games great, but when eles can 1v3 bunk points, there should be some balance around that and bring them a tad closer to the midline.
Anyone else only gaining 1-3 rank points a game?
https://postimg.org/image/b7wtcsiil/
I mean I’m completely stalling.
https://postimg.org/image/daleuhbrn/
And each loss is like -30 to -40 pts it’s kind of insane.
Any news on whether infusions like the ghostly infusion will ever work in pvp?
I disagree. I think the matching is great. Yes, the first 10 placement matches may be a bit random, but once you fall into your skill level. You’ll slowly and more accurately be placed with players of similar skill.
I think the biggest hurdle is players accepting the visible-numerical skill rating as their actual skill rating. While I finished in legendary the last three seasons, do I think that I’m an actual ‘legendary’ player, no. Some players need to accept that they’re not as great as they think they are.
You can get infinite ascended shards of glory. The last reward box is repeatable (Byzantium – Repeatable) and has 250 Ascended shards of glory in it.
Edit: err, maybe not it says the contents change, let me check this.
What’s the deal with that?
Did they forget to add an infusion slot to the armor?
Even wiki states:
“Infusions are a type of upgrade component that go into infusion slots, which can be found on all ascended and legendary equipment except amulets…” source
I just crafted some gear then realized I can use it for everything except fractals. What.
I’m excited for Season 5
There, I said it.
I’m excited to see the new UI.
I’m excited to play on Skyhammer.
I’m excited to see my numerical skill rating.
I don’t know why everyone is such a downer. I’m just happy to be playing. Yea, more balance could, and probably should have, happened; but it didn’t. Oh, well. I’m still going to get in there, coffee in hand, and play till my hearts content. I’m sure everyone’s sitting at home with a large laundry list of things they wish they could change about the game, as do I, but let’s just get in there and see and click all the new stuff!
I don’t think anyone understands.
1. It’s not removing the ability to dodge out of combat.
2. It does not require “Finding your cursor”… (seriously what…)
3. I’m asking for a Direction arrow similar to Vine Surge.
or just switch the skills maybe? leap than roll back if so choose
This is ok, but if you’re in melee with someone it would leap you forward into your enemy which you’re already meleeing, making it essentially pointless.
(edited by UnitedChaos.8364)
I’m specifically asking for a directional arrow similar to Vine Surge on each Monarch’s Leap and Hornet’s Sting. You don’t need to download a custom mouse cursor…
I don’t know if Anet would ever make something so customizable, but it’s the best way to not change something simply to annoy half the players and make the other half happy.
How would my suggestion(s) make people unhappy? You still retain the ability to dodge out of aoes and attacks. The only difference is that you now can use it as a movement skill that will successfully do what you tell it to do, rather than the janky mess it is now. I think your suggestion is even more unreasonable to make the skill a customizable-toggleable skill.
Suggestion: Please make this two directional arrow skills instead of an evade back and jump forward.
If you’ve ever tried roaming in wvw you know spinning the camera around and then spinning it back forward ends up with no distance gained. This is supposed to be a movement skill, but half the time it ends up in a net loss because you mess it up or you end up with zero distance gained compared to just casually running forward. Every other class that has a leap forward skill gains ground because it’s just a single leap forward without having to jerk your camera around. What stops me from running sword over gs is the lack of a viable movement skill. I’d rather have a 100% reliable greatsword swoop (with a distance gain) rather than the janky, wannabe, movement skill that is sword 2. This change still allows rangers to “evade” out of aoe circles just like before, but the ranger now has a choice in where to relocate to rather than rolling off a cliff.
I’d even settle for one of a couple options.
Option 1 – Preferred option.
-Directional arrow on both Hornet’s Sting and Monarch’s Leap.
-Hornet’s Sting does no damage.
-Monarch’s Leap does double damage comparable to Maul.
Option 2 – Second choice
-Directional arrow on both Hornet’s Sting and Monarch’s Leap.
-Neither Hornet’s Sting or Monarch’s Leap does any damage.
-Both have an evade frame.
Option 3 – Last resort
(If directional arrows are not an option, because rangers can’t have anything nice.)
-Both Hornet’s Sting and Monarch’s Leap go forward.
If they only added directional arrows to Hornet Sting and Monarch’s Leap I would use Sword/Warhorn in a heart beat.
+ Improved healing power contribution
- Reduced base healing
=
???
Until we actually see the skills we won’t know if it’s actually a increase or decrease to overall healing. They want you to trait to be a healer, and, hopefully, should be rewarded by having more powerful heals.
How about only offering beta maps in unranked.
If you want to play the other ‘unranked’ maps, find a server using the server browser and play til your hearts content.
Apparently there was a stealthy little update to the ranger’s pet window.
Pets are now grouped by family (see here).
Although this is a big step for anet they still failed to put each type of pet on their own line. This causes them to seem to still blend together (even though they’re in families), and doesn’t help distinguish them apart. But, I’ll admit it’s a tiny bit better.
I would like to see the pets distinctly grouped.
Moa Blue, White, Pink, Black, Red
Bear Brown, Murellow, Black, Polar, Arctoducs
Feline Stalker, Lynx, Snow Leopard, Jaguar, Tiger
Etc.
I would also like them alphabetized in each category.
I came here to see if I could find an answer as well. Where is the season 4 title?
Also, if you didn’t know.
Primordial Legend – Season 1 title.
Exalted Legend – Season 2 title.
Illustrious Legend – Season 3 title.
Indomitable Legend – Season 4 title.
If you need help with any content, message me in game (United Chi).
Also if you’re just curious about other builds. Check out my thread here.
An option to keybind the Passive/Aggressive toggle would be nice.
That already exists, it’s just not bound by default.
What?!
Rgh, I need to go find this thing.
The option to have pet on attack or flee is under settings – controls (scroll to bottom) – toggle pet to be on guard or flee (is automatically unbound). Is what he is referring to.
…I made a hunter specifically to role-play Harley Quinn a few years ago. And yes, she has Axe/Axe and babies (hyena pets)…
The fact you called the Ranger “A Hunter” nullified your entire post.
Not at all.
PvE pretty much anything goes.
PvP it’s probably an unpopular choice because of the lack of mobility and survivability. For example, staff has a movement and projectile denial. Greatsword has a movement and block. Sword and dagger have many evasion frames and a movement skill.
As far as the utilities the same applies.
PvE anything goes. You could remove Signet of the hunt and add natural stride for +33% movement if you have druid. (Ancent seeds may also combo well with path of scars).
PvP shouts are a great choice because of their synergy with Soldier rune. I made it to legend 3 seasons in a row by running (we heal as one, protect me, search and rescue, Signet of Stone, and strength of the pack).
Attack, guard, and flee (like gw1) would be a much better system than the current imo.
Pets on attack would follow whomever you’re attacking.
Pets on Guard would attack whomever is attacking you, or who you’re attacking (if not taking damage).
Pets on flee will not attack.
Reorganization of pet window.
Improvements to pet AI including:
Not firing when obstructed
Ability to hit moving foes
Etc
Display pet boons (so you know ideal time to pop “we heal as one”)
No.
Food and nourishment, to me, is lackluster and cheesy.
Frankly, I’d rather them remove food and nourishment and balance it accordingly. Seriously, was the last time you did raids or wvw without food or nourishment? On top of that, the game is beyond easy already, food just further negates any diffucult content.
Axe/Torch + Staff. Trap utilities.
Use Torch 5 Bonfire + traps on groups.
Use Axe 1 Ricochet + 2 Splitbladefor casual tagging.
Use Staff 3 for mobility as needed.
It’s not very beneficial for teams but it’ll get you all the credit you need.
After playing this build some more and getting acclimated with it’s playstyle, I’ll have to recant what I said earlier.
I’ve had great fun playing this and think that it’s very, very powerful especially under certain situations.
-The 13% damage boost combined with the coliseum’s sword buff (+20%) can literally down most players with a single rapid fire. And it feels amazing. (That’s +33% + any might you have!)
-A key thing to note is that you need a teammate that provides swiftness because it lacks movement skills.
-Change the druid trait line to 1, 1, 3. The invisibility/speed buff on leaving astral force is much more powerful and useful than 1 condi cleanse on a glyph that you have to be pointblank to use.
-Keep your distance unless it’s absolutely necessary to get up close and use the glyph and gs 5 for interrupts.
-Using barrage followed by CF 5 is a very powerful aoe, and has the possibility of triggering ancient seeds on all 5 foes.
I’m not quite sure how I feel about this.
I played 4 games using the build displayed in the video. 1 Win. 3 Losses.
In the only win I had 19 kills and a little over 600k damage. Sure that sounds good, and our team completely snowballed the enemy team.
The other three losses basically went the exact same. The enemy team had loads of projectile denial and the build has literally zero survivability and little damage. For example, if you hit an enemy with retaliation with a full rapid fire, you lost half your health. Thief’s backstab dealt 15k damage, thief’s vault did 10k damage. If a dragonhunter caught you (or even clipped you), you died. The build lacks the ability to flee, there’s no swiftness, the only movement skill is swoop on gs and the one stealth skill the build has access to. Another downfall is that it provides 0 teamsupport besides the fact if you actually killed someone.
So, yea, the one win that I had that we absolutely snuffed the enemy team was fun. There’s no doubting that 19 kills and 600k damage is fun. But every game where you’re instantly downed, spend half the game respawning, and that leads to your teammates blaming the ranger; isn’t fun. I guess I’m willing to play it for fun every once in awhile, but I doubt I’ll ever use it on a regular basis. I feel that the video had been recorded several times until OP had a game where he had a good team, bad enemies, and in general lucky.
Ah, so it seems.
ALLIES AID – (When you start to res) The ranger is teleported.
SEARCH AND RESCUE – (When you active utility) Targeted ally is teleported.
Like everyone has said. You fail to understand: this is a stepping stone towards saved builds and it is useful to new players. End of discussion. It’s not moving towards removing trait lines, as your video suggests. Enjoy your salt.
Exactly.
It’s also worth noting that each map tends to teleport to a specific location.
Forest: Front of red base’s gate.
Forest: Center near water between spawns.
Colosseum: Exact center of map.
Search and rescue now teleports your ally randomly anywhere on the pvp map! GO CHECK IT OUT. It’s hilarious. For example, a downed ally in the center of foefire will be teleported to the enemies gate. It also randomly teleports you sometimes also.
Brooooookeeeeeeeeeeeeen
As title suggests.
Ranger pets fail to find a path to your target. They start running off in a random direction or trying to take another ramp down and around and back up to your target. They’re a hot mess.
Also, Search and Rescue, does not work as intended. The pet shadowsteps the downed ally and itself into a wall randomly instead of back to you even if the wall is further away.
Edit: Search and Rescue is now completely broken. I’ve made a different post about it.
(edited by UnitedChaos.8364)
Op, you actually beat me to this. I’ve been dying for days to write a thread about this.
Anets solution is always give more loot. Now, just as you said, it’s so excessive its unenjoyable. The time emptying inventory, the automatic looting takes away part of the game’s experience.
There was a time when you died, and after the mobs started moving away, you saw that elusive steel chest. You fought your way heroically back to it. Clicked it. Got that satisfying rare.
Now it’s just not sayisfying.