Will update once Path of Fire releases.
Will update once Path of Fire releases.
I personally like Option 3. If it can be made into a forward dash with less casting time and able to damage all foes the player passes though while keeping the evade, then I’m all for it.
Will update once Path of Fire releases.
He’s referring to the passive bonus and boons Spirits still apply after dying or sacrificed. Bonus to proc the effect linger 14s if sacrificed, 16s when they are killed or expire naturally.
Due to the % proc, the downtime of Protection can vary a second or two between intervals member-to-member with just Monk Runes. No downtime when there’s a Revenant present.
Because of that, I find Grove runes overkill. An extra 15% protection duration over an extra heal, 10% outgoing healing, and 15% overall boon duration doesn’t seem worth the trade off.
Especially when camping a Blue Moa for additional protection which covers the gaps of protection uptime with Monk runes on a 35% boon duration base.
To each their own though. I’ve seen Druids get away with Fern Hounds and Water Spirit (during a time when it was more broken than now), so, as long as it works – go for it.
Will update once Path of Fire releases.
Quality of life proposals on weapons aside (all can be seen on the other thread), I would like to see some higher changes to some of the traits.
As suggested before, I’d like to see Strider’s Defense swapped with Most Dangerous Game, and altered so there’s a 10% damage bonus while wielding a sword and a brief 2s buff that makes all weapon skills during the duration destroy projectiles when Vigor is self-applied.
As for Honed Axes, making Winter’s Bite an AOE baseline and replacing the ferocity with an active upkeep is my personal preference. Something like, gain a stack that increases critical hit chance by 2% every time you strike a foe with an axe skill. Stacks cap at 10 and each stack duration is about 5s since all axe skills can hit multiple targets easily.
Will update once Path of Fire releases.
It varies (slightly), spirit effects linger 14s when sacrificed, 16s when killed or expired.
The reason why they removed the spirit’s ability to move is different and directly inherent to the spirit’s survivability. Simply put spirits live longer if they do not follow you. The removal of this ability also came with an enhancement of the effective radius of the spirit’s passive which basically allow you to cover most of the battlefield in PvE.
As for this, Spirits never received a radius boost on their passives and Spirit Unbound’s removal had nothing to due with survivability. It has always been 1000 radius and the developers (specifically Roy) stated it was to make Spirits like Turrets in the sense of an on-point boon rather than mobile.
The only changes that happened during 9/15 was the 100% health bonus and 35% increased proc chance traits were made baseline, then an additional 5% proc chance increase from 70% to 75%, and replacing active on-death with boons on Nature’s Vengeance.
If anything, removal of Spirit Unbound had Rangers lose the ability to cover the battlefield in all modes without any increase to the radius. Doesn’t matter now though, as a player can just role a Herald if they feel like playing the old Spirit Ranger.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
The chance to proc needs to be removed for all spirits, and balanced from there. It’s a very stupid mechanic in this game.
Amen to that. Spirits won’t even need balancing if just the chance were removed due to the ICDs on most of them. I’d much rather see both the chance and ICDs removed then balance it from there.
Will update once Path of Fire releases.
It was mentioned in the patch notes thread in this sub-forum. Some mentioned it, but it’s not really looked upon since it was a revert, effect-wise.
Only inconsistency remains, because the Pink Moa went from three 1½s Dazes to one 2s Daze, while Black Moa remains with three 1s Dazes and the old default cast time.
And between the last patch and the one before it, all Rangers asked for was the Black Moa receive the same update the Pink Moa had of a reduced cast time and ½s Daze increases.
But apparently, they couldn’t even get that right. =/
Will update once Path of Fire releases.
Stow pet Keybind option please!
Definitely.
Will update once Path of Fire releases.
Is there really a need to power up any of those for PVE besides damage? We can all agree that Pets, Signets, and Spirits could use some work. At the very least, quality of life improvements; and improvements on any of those should be for all game modes.
Will update once Path of Fire releases.
I wish they would do this. Have it like boon share, where field priorities would be: the player’s → allies → NPCs.
Will update once Path of Fire releases.
After 4 years, the mindset of pets having their effectiveness further reduced if the player were to be able to have full control over their skills still lingers.
The player base and, above all, the profession design and balancing is really something…
Will update once Path of Fire releases.
Not my cup of tea. Granted, I think Anet could have sold the head effect as a helmet skin on its own for 700 gems and people would have bought it just because a player would be able to use it with their non-outfit armor.
Good effects, but wasted.
Will update once Path of Fire releases.
I’d rather they categorize all Legendary sound effects as musical instruments if Anet doesn’t want to add another category for them since there’s already a slider bar for it.
Will update once Path of Fire releases.
I’ve not heard much about our moas since they got there auto attack range increased. They’re are not the go to pet in pvp, so now wonder. Still, would be interesting to hear peoples opinions about them now – did the extended reach help them land their attacks, or is it as bad as it’s always been?
No. Because Anet only extended the attack range of their auto attack, Moas can hit a moving target very slightly more than before. Unfortunately, they share the same issues as birds since their other attacks still have a 130 attack range.
Will update once Path of Fire releases.
Drake is a good alternative. 3/4 of its attacks are all AoE. I think its the only pet the cleaves on its AA.
Wyverns also cleave on it’s auto attack, but seeing how bad they are in general, sticking with Drakes – specifically the River and Marsh Drakes – are a much better pet option to strike multiple foes.
Will update once Path of Fire releases.
Yep, WH is BAD for anything not using the CD trait. That is, the WH CDs are way too long to begin with.
We can’t expect Call of the Wild to be reduced without some sort of consequence. Would people consider Call of the Wild cooldown be reduced from 30s to 25s at the cost of a 5-second reduction to the might, fury, and swiftness?
Hunter’s Call seems fine (to me) after they reduced the cooldown last patch from 25s to 20s. I still wish it summoned birds on 3 targets, but I’ll take what I can get.
Will update once Path of Fire releases.
I still want a small bleed attached to the auto if the bounce strikes a second target and Winter’s Bite AOE baseline. If they want to keep the stupid ferocity on Honed Axes, fine, but alter it so it applies when we have an axe equipped in general – not just the main hand.
If they want to keep Winter’s Bite AOE as part of the trait, then give something to off-hand axe like the trait boosts Path of Scars to inflict daze on the outgoing strike. Buffing only 1 of 5 skills is pretty lackluster and lame.
Will update once Path of Fire releases.
As much as I would like a defiance bar on the Pet, I don’t. I can see it only as a negative aspect for the Pet, seeing how it didn’t work well on Tempest during beta, it’s going to be a mess in practice.
With so much CC and debilitating conditions that contribute to defiance bar deterioration – considering the 5 second stun duration + increased physical and condition damage during that time – pets would only melt faster in modes where people might think it would help Pets.
I’m all right with everything else in the thread, and agree that core pets receiving a rework is highly unlikely, so we might as well ask for more Pets and hope that at least one of them is useful.
Will update once Path of Fire releases.
Amalgamated Gemstones
Milling Basins
Shimmering Crystals
Tenebrous Crystals
Vision Crystals
Philosophers Stones
Mystic Crystals
Doubloons
Will update once Path of Fire releases.
/sigh I miss the good version of Lingering Light. When it was useful.
Likewise.
Will update once Path of Fire releases.
Makes me wonder if Anet are going to disable racial skills in raids. Given past circumstances, they’ve done finickier stuff when people use things provided to them for an advantage and they react as if the players are ruining their game. That, and Rangers aren’t allowed anything good – even salad ones.
Will update once Path of Fire releases.
Nah, it wouldn’t sheathe. They can save time by just having the main-hand shield always equipped while the off-hand shield can go on the back.
I’m sure there would be so many responses about it cosmetically, but in the end, the novelty idea of dual-wielding shields is just a bit too good for Anet to pass up.
Will update once Path of Fire releases.
Betting on a main-hand shield. Just a better, less-clunkier version of Ele’s Earth Shield. Or it just might be entirely clunky.
Either way, it would be right up Anet’s alley making off-hand shield more appealing via a spec that can dual-wield shields.
Will update once Path of Fire releases.
It’s the tooltip only. Damage increase still applies.
Will update once Path of Fire releases.
Add Fortifying Bond to rangers baseline.
Longer backwardjump on Quick Shot.
Switch Signet of the Hunt active from +50% dmg to 6sec of unblockable like warriors
I can’t recall the exact range of the backwards evade on Quick Shot. That’s something worth looking into still.
Plenty of us want Fortifying Bond baseline, but after years of asking and essentially being told “no,” I tend to leave that out.
I might open up another thread specifically on the Signet of Hunt suggestion to discuss more, or that could be done here. We just got a 4s unblockable for the Pet that can link between Marksmanship and Nature Magic.
Maybe not duration per-say, but what about – in general – Attack of Opportunity is unblockable? It is accessed by both Signet of the Hunt and Moment of Clarity. So, a +50% damage boost with you and your Pet’s next attack being unblockable.
Being on a single hit with a damage boost will definitely make both the Signet and Marksmanship even more appealing without adding too many unblockable buffs. Let’s ponder a bit on it.
Will update once Path of Fire releases.
Rather necroing old tread than starting new with same old topic.
Well, you can bump the 3rd version of this list at the link below if you would like. That one is more up-to-date with common sense quality of life suggestions with a few open-ended ones.
https://forum-en.gw2archive.eu/forum/professions/ranger/QoL-List-3/first#post6338148
That, and we received a handful of things already from this list (hell yeah!) such as: Glyph of Rejuvenation healing our Pet, Vine Surge velocity increase, a buff to Sharpening Stone that has more people slotting it than before, and some core Pet improvements.
Not to mention the new Warhorn buff makes me rethink the proposal of Opening Strikes being unblockable, so some suggestions here that were stretching beyond QoL wouldn’t make sense with the current changes.
On a side note, none of the suggestions on the 3rd version were received. There’s always next (year’s) balance patch since they are taking a break for the winter. Cheers!
Will update once Path of Fire releases.
Yeah, once the Pet is swapped out, PBAoE fields will disappear. This happens also with the Murellow. Projectile fields like on Spiders and Carrion Devourers F2 doesn’t. Unsure if it’s intended or not.
Fern Hound F2 also acts oddly after swapping it out. The regeneration ticks are reduced to 5hp per second when you do this. =/
Will update once Path of Fire releases.
So, in essence, we still need our direct damage aspect improved. Good to see our condition damage is as good as ever with the shortbow buffs. Maybe I’ll finally complete Chuka & Champawat now.
Will update once Path of Fire releases.
It works as intended. a.net incentivise us to use tools which are completely out of meta like WH and MM traitlines. Also some synergie with SK(quickdraw) which let you use horn much more rapidly.
Regarding taunt:
Dont forget taunt got nerf to 20 sec CD on last patch, comparing it to the pre-hot taunt is laughable.
used to be 12 sec cd, unblockble and unevadable. only requirements were range and and F2 out of cd.now, 20 sec CD, unblockble only when used with other skill -requirements are range+ F2 out of cd+COTW/CB out of cd(+F4 out of cd if you use CB). basiclly its unspammble combo, which requiers active play, and thats what a.net should need to support more.
Amen to that. I hope Anet sticks to their guns on this aspect. People should be glad it applies to the Pet only and the synergy for this to be effective on a swap requires 2 lines, one of which is non-meta and about direct damage.
It’s one of the changes this patch that gives Rangers a use and to be a counter to other professions that bunker behind chaining blocks after Druid effectiveness was reduced. I dare say, it’s almost balanced.
Someone pinch me, because I might be losing my mind agreeing with Anet’s changes. o_O
Will update once Path of Fire releases.
I want shortbow back to 1200 range now that the recent buff has made it a much better condition pressure weapon (assuming no reflects, which vary by encounter).
Right now, we have axe and shortbow at 900, while staff is a decent 1200 range support weapon that deals primarily through direct damage. If they extend the shortbow range, it will definitely have more people consider slotting it.
Other than that, I really wish they would address the sword issues. I know the animators worked to create an all new set for all the races, but just give us the regular sword animations and give everyone that uses a main-hand sword the Thief cast times, reduced aftercasts, and lowered contact points.
I want stuff to be efficient now, I do not care much for looks.
Will update once Path of Fire releases.
Power seems to be the only thing that needs work. Not much to do with our condition damage unless you want Anet to force any opponent facing a Ranger to stand still.
Will update once Path of Fire releases.
Had a good chance to test out some of these changes. To each their own on personal experiences and perspective, but the increased cooldown on Celestial Form, along with the reduced healing – though noticeable – isn’t as detrimental (to me).
Was messing around more with Warhorn, which, I have to admit – the unblockable feature (we asked for one) definitely makes Clarion Bond in Marksmanship attractive. Nature Magic users might want to pick up Windborne Notes for another regeneration source or just to double-up on the unblockable and shorter cooldowns.
Only big one was Strength of the Pack cooldown increase. The ones that don’t take Beastmastery and use it are going to feel the effects from this change the most. I have a feeling that a majority of people that take it do slot Resounding Timbre, in which case, the 12s extra seconds is a lot and at the same time, minor.
I might be tin-foil-hatting this one, but the cooldown increase probably had a second purpose besides the SotP/WHaO/NM/BM template people were complaining about. It may have to do with foresight of taking Marksmanship now that Call of the Wild is more appealing. If more take Marksmanship, the obvious choices (now and once again) are Clarion Bond, Moment of Clarity, and Remorseless with the minor GS increase.
Feel free to agree to disagree, though note I’m still feeling out and testing these changes. I might have also gotten into the Anet Kool Aid as I’m starting to see what their (possible) reasoning is for these changes…
Will update once Path of Fire releases.
It’s an overall disappointment for sure. Yeah, a fair number of things were buffed, most of which were niche or rarely used. A large sum of useless and underpowered traits, skills, and utilities remain across every profession.
And though the patch is still sinking in (for me, at least), I hope Anet takes next year as an opportunity to focus solely on the weak and under-used traits, skills, and aspects of each profession.
Ignore what’s working and focus on what’s not. Many complain about a lack of diversity, and when each profession easily has a third of traits, skills, and utilities that are: underused, underpowered, and lack synergy – it’s no wonder players feel this way.
To each their own, though.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Soilder and OGDeadHead already put up some numbers for reference. Assuming full ascended Zealot gear, Monk runes, and Rice Ball food – you should be sitting comfortable at 1235. Cross-reference that with the numbers Soilder has posted and you can get a very close idea of how much less healing you will be doing.
To answer your question: Full Zealot Druid is worse off than before the patch, but not by much, assuming how many times you use Lunar Impact. We can now use it only twice with and without Quick Draw, and 3 times if we use Quick Draw and alacrity.
Updated with old and new values after patch:
CA healing values @ 676 healing power (unbuffed). New values in bold.
1. 920 – 783 (heals for 85% of previous value)
2. 838 – 810 (heals for 97% of previous value)
3. 3196 – 2837 (heals for 88% of previous value)
4: 1047 – 988 (heals for 94% of previous value)Anyone found the break-even spot (if there is one)?
Very high, it seems.
Old Values at 1225 HP:
CA 1 – 1140
CA 2 – 1113
CA 3 – 3800
CA 4 – 1239New Values at 1225 HP:
CA 1 – 1034
CA 2 – 1102
CA 3 -3510
CA 4 – 1175We can infer the break even point to be around 1250-1300 healing power.
Will update once Path of Fire releases.
Seems to be taking them 4 years to do a lot of things…
Will update once Path of Fire releases.
I can only assume that if people continue to see SotP as an issue when killing or being killed by a Druid, we’ll probably have a change that’s consistent with what bloodpyrope wrote.
Only, it would be 15s buff duration on a 90s cooldown. Which, the past considered, is still better than 120 seconds.
Will update once Path of Fire releases.
Why’s electric wyvern ok to do cc, but not pink moa?
Who knows. Guess instead of making the Wyverns Wing Buffet knockback opponents on every gust, they reverted the Pink Moa to make Wyverns have some sort of purpose.
But as I said before, PVE-wise, if you have a Black Moa, you’re better off slotting it instead of a Wyvern.
Will update once Path of Fire releases.
Well, Lunar Impact has been officially reduced to being a single-shot use. 1-second extra cooldown has it now so you can use it 1 time per CAF, 2 times if you Quick Draw, and 3 if you Quick Draw and have alacrity.
Really bummed out about this since before, you could fire it off twice due to the cast time, which further lowers our healing capabilities. Lunar Impact suffered a reduction across the board, even with high healing power values of 1500 and above.
At this point, I hope that they increase the Daze back to 2s as a minor compensation, or just revert it back to 7s and reduce the Daze from 1½s to 1s since they seem to be cutting back on the CC (which is a good thing).
Will update once Path of Fire releases.
Way ahead of ya
https://forum-en.gw2archive.eu/forum/support/bugs/Crossfire-Ranger-Shortbow-Bug/first#post6367820
Will update once Path of Fire releases.
EDIT: it seams the gs trait is bugged and lowers the damage of maul if you slot it, or maybe the tool tip is bugged and shows lower damage numbers when you have the gs trait on. Something is definitely bugged here
Did a bit of testing and it seems that only the tooltip becomes bugged when Two-Handed Training is slotted. The damage increase is there.
Will update once Path of Fire releases.
Checking on the GS bug and going to list the Lunar Impact nerf. Thanks for pointing that one out!
Will update once Path of Fire releases.
Updated the main post so it’s easier to read and included some extras.
Will update once Path of Fire releases.
Pink-Moa nerfed as well, down to a single 2-second daze.
It’s always done this, the tooltip has just been wrong since launch…
No, it hasn’t. The last patch improved Pink Moa to applying 3 pulses of 1½s Daze. Now it’s been reverted back to before with only the reduced cast and aftercasts remaining.
Kind of a bummer. Guess they really want us trying to use Electric Wyvern.
Edit: So, the Black Moa remains unchanged. Congrats, Anet. The Hall of Monument Pets were supposed to be considered a cosmetic side-grade reward, but now, if you have the Black Moa, you have one of the best CC pets in-game.
Good job on that consistency.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Just tested it. Yes, it makes Pet traits unblockable, applies to Clarion Bond and applies it to the newly swapped Pet.
Will update once Path of Fire releases.
Crossfire on Shortbow for Ranger is currently bugged, applying the front bleeding duration when attacking from the side or behind instead of the actual extended bleeding duration.
Will update once Path of Fire releases.
Is it just me or is the shortbow “crossfire” buff bugged out at the moment?
Seems like it’s applying the short 1.5s bleed regardless of if you’re flanking or not.
Edit: Nevermind, I miss-read what you said. Yeah, it’s bugged.
It’s applying the front bleed regardless of position.
Will update once Path of Fire releases.
Huh, interesting values at 1225HP. I guess they really did increased the threshold to 1500, which, resulted with single digit differences in CA1&4, a buff in CA2, and a nerf in CA3.
I didn’t think they were going to be that stupid setting the scaling so high, but after 4 years, I should have learned otherwise. lol
Will update once Path of Fire releases.
Has anyone checked to see if the Call of the Wild buff (which is very sexy), also applies to the pet swap trait in marksman that casts Call of the Wild?
Yes, the new buff is applied to Carrion Bond.
Will update once Path of Fire releases.
Updated with old and new values after patch:
CA healing values @ 676 healing power (unbuffed). New values in bold.
1. 920 – 783 (heals for 85% of previous value)
2. 838 – 810 (heals for 97% of previous value)
3. 3196 – 2837 (heals for 88% of previous value)
4: 1047 – 988 (heals for 94% of previous value)Anyone found the break-even spot (if there is one)?
Haven’t found a break-even spot, but I wanted to chime in on some healing values with over 1500 healing power (1531 on my Druid).
The only skill that heals more post-patch is Seeds of Life. All of the other skills in Celestial Form heal a little less than before, but the difference in values pre and post patch are in the single digits. Except Lunar Impact, it has higher reductions in the hundreds.
Seeing your post and how the break-even point might be around 720 (rough estimate), people that might have been worried about their Zealot gear can calm down as they seem fine. Magi users only received a small healing buff.
In short, full healing setups only received a buff when using CAF2 and CA3 received an overall nerf.
Will update once Path of Fire releases.
So no big surprises here, just anet doing what they do best, knee jerk reactions to forum whining with very little understanding of what the changes actually mean for the class.
Seems worse now. I said it before when Roy was promoted to lead of the balance team – replacing Peters – that Rangers (and Druids) were no longer getting anything good from here on out.
Will update once Path of Fire releases.