Will update once Path of Fire releases.
Will update once Path of Fire releases.
Any guild hall with that kind of layout sells itself. Sheesh. That’s kitten impressive.
^ What he said.
When did they say they were changing it from replaced Runes and armor upgrades would be moved into your inventory to selectable Runes?
This suggestion is for reducing and replacing the Bags of Luck rewards from the Login Rewards. Luck is not hard to come by and the amount of luck received would be no loss if it were reduced.
Expanding the Bags of Crafting Materials to 4 and having those replace the third column. As for the fifth column slot, there can still be a Bag of Luck (fine) on the first row. For the second row of the fifth column: a Toy Miniature Egg (masterwork) to keep things unique.
I think it would be a bit more rewarding and fun if people could get less luck, more crafting materials, and a random mini once every month.
Only if they allowed the Witch’s Broom as a glider, too. :P
Best you can hope for is more traits affecting the Pet. I personally want Evasive Purity, Oakheart Salve, and Hunter’s Tactics. Even though conditions are the topic, the other traits are prime examples of small and meaningful boosts that would make sense.
As for the other things such as Empathic Bond and to an extent, Signet of Renewal, those used to fair well before the condition change. Now, not so much. I would be more inclined for Ranger to have a small amount of condition manipulation in regards to the pet with such ideas, but that’s out of reach fruit.
So, settling with lower-hanging suggestions, I’d hope EB becomes a straight-forward condition cleanse for you and your pet (1 per 3s) – but only if it is active and alive. It’s a GM trait, so having it be a stronger form of Renewal’s passive seems more than sensible and fair.
Off topic, Signet of Renewal has a niche, thematic design of sacrificing the pet for the team. That seems fine, but the range should be extended from 600 units to 1200 since it relies on the pet’s position and not the player’s.
That’s my $.02.
2 stacks would probably be about right instead of 3.
Seems like the way to go for the WvW split. Right in the middle of 1 bleed (8s) in PvP and 3 bleeds (5s) in PvE. 2 bleeds (6.5s) would look all right in WvW.
I don’t know, man. The last town I was in had an orphanage and a hospital in it. I was unable to enroll as a doctor or a nurse, and had no option to adopt a child, only to leave them attended by 20 stray cats I picked up.
Then, this soldier that seems to be in charge of the local militia said I could only choose between saving the hospital or the orphanage. A high school seems like it would be a fire hazard in this particular town.
I have to admit, even though the designs may be… different, the functionality is appealing (will vary person-to-person).
I guess the silver-lining is that when it’s crafted, it’s the entire set – free to mix and match – and not an outfit.
The heavy armor looks sick, though, if that’s your thing.
Never investing in precursors at launch because I listened to people I shouldn’t have.
Dishonorable mention of joining an Arah path 4 PUG in the first year of the game that lasted 4 hours.
Eh, I just want Short Fuse’s trait to be -50% fuse time instead of -½s. Normal bombs would still be the same fuse time and BoB would be better off with a 1½s fuse than 2½s.
I miss Med Kit (current one) when it was bugged, healed for more than the tooltip, and it was useful for that one brief moment.
Anet could have taken that opportunity to spin a mistake as a blessing but… ;/
Sorry, I’ll update the spreadsheet later today. I thought it was moot to test but it seems otherwise.
Jaguar is the answer. Lynx averages 3027 while Jaguar averages 3115 on power setups.
Edit: For kittens and giggles, numbers for Arctodus and the Murellow for condition setups are now listed. Spoilers: On a single target, they both do nearly the same DPS.
Also, Lynx is better for a power setup if the target is mobile, but not by much, like a bit over 60 DPS more (if that matters).
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That’s a huge write up. So, where to start…
- Indeed. We all had a hand in for Glyph of Rejuvenation finally healing the pet. Well, except those that assumed it was intentional by design since Druid had almost no synergy with the pet – I don’t see them around anymore.
- Sublime Conversion has a ½s cast time. Same animation and time-frame as some of the other Glyphs, so there’s a visual reference (for those curious to test it yourself).
- Most Rangers have just been asking for a cast-time reduction from ½s to ¼s. Though, instant wouldn’t be overpowered by today’s power-creep standards, especially since Daredevil’s Staff #3 is instant, removes immobilize, evades, and deals damage.
- Whirling Defense on-the-move would be like Thieves’ Dagger Storm. That’s fine by me, now. They can even up the cooldown a bit or reduce the duration and I think most would be happy they would be able to use it on the move.
- Crippling Talon is just another case of a core-skill left in the dust when the game evolved, but it’s far from being the worst – but it’s still mediocre.
- Cooldowns as skills fire when the target moves behind us are all over many professions.
- This is the third time Two-Handed Training has had this bug. Likewise with the Hilt Bash range bug – just mentioning that because Ranger GS has been all over the place since launch – be it bugs or revamps.
- I’m sure you’ve seen some threads suggesting Counterattack allow the user to choose when to initiate the counterattack. It would take care of some of these issues, but unfortunately, it always boils down to “that’s too difficult to code two different reaction moves” or “I don’t want to lose my GS throw.”
- Personally, I’ve wanted Glyph of Alignment to have cripple (5s), weakness (4s), and slow (3s) so it has 3 non-damaging conditions with -50% debuffs and it’s base power tuned back up to match Equality like before. The inverse isn’t bad, all things considered.
- Yeah, the Storm Spirit change came too little too late. Back when vulnerability was difficult to stack, the current Storm Spirit would have thrived. Time’s have changed and this one is another core-concept left in the dust.
- MT is another core-concept left in the dust. That seems to be a recurring theme here (and for all other classes as well). Though, what inefficient utilities we might have are still better than say, oh, Gadgets. No offense, Engineers.
- I guarantee that if Signet of the Hunt’s active made the next attack unblockable or stealthed the Ranger and their pet for 3s (as both were suggested many times before), people would slot this and activate it more often.
- Spike Trap had a cooldown reduction in PVP (only). I guess that’s fine, but the high cooldown in other modes is odd. Consider that the player base wanted less conditions and CC, and Anet lowered the CD for Spike Trap in a mode where the reduction of those 2 matters most. Odd balancing decision, yes?
- Frost Trap. Well… it’s there. Some Rangers (like me) are still hoping Anet revamps this trap into one of the other GW1 traps. Either Dust Trap or Smoke Trap. I’d like to see this as an elite and be like “Chilled to the Bone!” but that’s more copy/paste and uninspired, I’ll admit.
- Yeah. Signet of Renewal still has it’s major drawbacks since launch, and that was before the condition cap was removed. Overlooked? More like purposeful overkill.
- Note that Glyph of Unity’s inverse has a hidden 1s ICD for healing tethered allies. Most Druid’s don’t even know about this one. I bet Anet is proud about it to boot. Sneaky, sneaky!
Other points you mentioned are fair to question and bring up, so, yeah… That 2k playtime definitely helps one see things (for better or worse).
Still hoping they would adjust Meteor Shower in a smarter way. Like, removing the ICD all together and reducing the base damage and scaling equal to Fireball.
I kind of want some unimaginative buffs with a few tweaks. Like:
- range thresholds reduced from 4 to 3 (0-200, 200-400, 400-600)
- range reduced from 700 to 600
- 0-200 range: same damage as 0-250, 6 bleed stacks
- 200-400 range: same damage as 250-400, 4 bleed stacks
- 400-600 range: same damage as 400-550, 2 bleed stacks
Makes BB more straightforward and easier to use. Less thresholds and a small range reduction with an overall buff to the point blank range.
- pierces up to 5 targets
Not necessary, but I’d like to be able to go bowling with this skill.
- ½s evade during the leap portion of the attack
- range increased from 800 to 900
- vulnerability stacks increased from 3 to 4 per hit.
- vulnerability duration increased from 7s to 8s.
Placing an evade on this (as many others suggested before) helps this skill out a bit. Increasing the range and vulnerability a hair should round it out and give it slightly more impact for a #5 skill.
Skilled Marksman (Trait)
- Rifle skills recharge 20% faster. Deal +10% more damage against moving or immobilized foes.
Gives SM synergy with Rifle (Net Shot), while making it flexible with other setups, and a bonus that retains the trait’s thematics (name-wise, at least).
If Anet were to do polls again, I would not want it here on the forums, or elsewhere. Do in-game polling like during the betas, so everyone that currently logs on can access it and fill it out.
It gets feedback from players still playing the game (or at least logging into it) and people don’t have to visit the forums or another site to do so.
Toss in feedback boxes with character limits so feedback must be concise, while reducing walls-of-text responses.
You know what they should rename instead?
“Strength of the Pack!” back to “Rampage as One!”
Only draw towards double-staff is to have the second one with either Benevolence when there’s adds to kill or Renewal.
Renewal is preferable, since you camp the main staff with Transference & Water, weapon swap to Transference & Renewal, and immediately go into CAF to QD whatever skill is needed (usually RT).
Once out of CAF, weapon swap back to the main staff and the CAF cooldown and weapon swap should sync up (unless CAF was flashed in for 1 move). Usually, this is done to squeeze the most healing out of a Druid.
Though, this setup is a preference or for when one has less-than-optimal runs/groups. Or really likes to see green numbers. Either way, to each their own. It can seem like a waste, but there are worse options out there.
Welcome back, mate.
Move Viper armor to Ranger and if your Engineer doesn’t already have Berserker, move any ascended Berserker to the Engineer. Power Engineer is easier to play than Condition Engineer and has competitive DPS for what it requires.
Magi is still dominant for the Healer role. Before you think about trying out the recent condition-healing stat addition of Seraph (condition/precision/healing/concentration) – don’t. Hybrids the role too much that you become sub-par in both healing and condition damage.
Feel free to check out updated DPS of pets since the February patch (in signature), but note that Drakes are bugged, so use Wyverns.
You know, all of this could have been avoided if they just took that left turn at Albuquerque.
An Elder Dragon Chronomancer. Continuum Split to a healthier state, giving PVE players an endless fight. Want the reward chest? Bargain with me.
Merge HB & SE together and swap places with MDG in the GM slot leaves LOYF dead. That’s 2 condition traits, with LOYF being so weak that it’s not able to compete, leaving the Skirmishing GMs like WS GMs Rangers like to complain about with EB & WS.
Adding more traits is fine, but it’s much easier for us to just say to add more when, in reality, Anet takes their sweet time considering suggestions that have to be incredibly low to even get them nodding their heads.
As for Anet balancing, yeah, I do think I know how they do it well enough. You say use common sense in this case, but you and I sure as hell know that using common sense never applies when it comes to Anet balancing. It’s comes down to either low-hanging fruit or knee-jerk reactions.
And please try to avoid the balance thing as we have perma stealth mesmers and thieves and anet thinks is a good desing.
You serious when you say this kind of stuff? One class was designed with stealth in mind while the other requires a setup for it.
More stealth for another class makes things worse for the game. It shouldn’t matter what other classes have – balance should always be taken into consideration.
No it’s not YOUR problem, it’s literally every players problem and while you and others might be willing to pay, others might not. Stop looking at things through only your perspective.
How is it your problem because I am disorganized and like it that way?
Isn’t that how the world works nowadays? It’s my problem that you have a problem and it’s a problem that your problem is a problem which makes it a problem for me – and that’s a problem.
Well, that’s what you will mostly get from here. Every time this comes up, people keep thinking adding more will solve issues. Look at class balancing suggestions, for example. Fix core issues? Nah. Just add more power creep.
Well, that feedback was nicely written. From my stance, all they need to do is change the refinement requirement from 3 back to 2 again. Simple tweaks that go a long way, but as you pointed out, they did too many changes at once.
- Side Note: Quick Draw is extremely strong and it’s doubtful any GM trait in that line could ever compete with the sheer versatility and strength it offers. About the only thing that might see use would be a 20% damage modifier against foes under 50% HP or something for power builds with already low CDs.
As much as a trait like that has been suggested before (even by me in the past), it’s no use to now, or ever. For pete’s sake, Predator’s Onslaught was buffed twice already.
I’m sure the devs are cautious to adding more damage modifiers in Ranger core spec while being able to slot Druid. It just makes the hate greater in competitive modes. Just gonna have to wait for such a trait in DPS e-spec that makes power specs worth a kitten .
And even though Quick Draw is one of the strongest traits across all professions, other GMs can be competitive if the synergy is there; and LOYF and MDG have none.
Heh. It’s off-topic, but I’m surprised most Rangers didn’t even catch the other undesirable during the trait specialiation: Go For The Eyes.
An unwanted and unused Engineer trait in Firearms that was reworked for us, then nerfed because they couldn’t be bothered to move the effect at the end of the F2 activation to prevent an exploit, and slapped on an ICD.
I hope someday, we have traits like GFTE, MDG, and PI changed, then another class gets our current Predator’s Instinct, but renamed and shifted to a GM slot.
All it needs is a bleed to proc if the bounce hits another target like Puncture Shot. Even if it were 1 stack of bleeding for 3s, I’d take that in a heartbeat.
I agree this trait and hidden barbs should be merged and moved to GM to have something to compete with quick draw.
Light in your feet should give the bonus at all times.
most dangerous game in it actual form should become a master to with some minor tweaks: health threshold from 75% and 3 stacks of might. Thus you have a real choice between spotter or mdg.
Let’s be real here. Merging Hidden Barbs with Sharpened Edges (new or old) and as a GM trait would do more harm than good. The better alternative was to leave it at 66% and remove the guaranteed bleed on-crit from Companion’s Might as a way to tip the scales.
As for Most Dangerous Game, it has 0 business in a line that has its thematics rooted in evasion, weapon swapping, critical hits, and traps if it has no synergy to offer. It’s best to have it deleted and introduce an entirely new trait.
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Any thoughts on making it better other than straight DPS buffs?
- Life Blast: Changed from projectile to a beam that hits twice. Split the base damage for each hit. Same cast time and 2 hits instead of 3 so it works better with Dhuumfire while not being complete overkill.
- Dark Path: Change it to function like Astral Wisp so it continues to travel towards your selected target while passing through other foes rather than teleporting on the first foe it strikes. Foes it passes through are damaged and chilled (1s). This would also have a large payoff when lining it up to pierce multiple targets with Path of Corruption.
- Doom: Fears (1s) and removes 1 boon from a target above 600 range. Fears (1½s) and removes 2 boons from a target within 600 range. Beefs it up differently from Infusing Terror, with more emphasis on weakening a single foe. This should help deal with Stability and – because of Path of Corruption – removes boons instead of corrupts them so there’s some initial boon control on Death Shroud without having to go underwater or traiting for it.
- Life Transfer and Tainted Shackles: Cooldown reduced from 40s to 30s to match Reaper Shroud cooldowns. Both moves are pretty good, they just need a lower recharge to be less cumbersome.
Think those should have Death Shroud perform better without adding straight DPS buffs.
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Best Turrets can hope for are cooldown reductions. Maybe even a 2nd burning stack on Flame Turret. lol
Seriously, though. I’d be happy if Thumper Turret was reduced to 40s and Rocket Turret got a measly 5s reduction from 50s down to 45-seconds. ;/
So strange that tool kits aren’t affected by this weapon too. Would really love it if I throw cannonball grenades for instance.
If I recall, Shooshadoo also doesn’t change grenades. Granted, if it did, Grenade Barrage would look just like the ice grenades from the #4 skill on the kit (which I wouldn’t mind).
I agree about a damage effect to the HMS. Preferably, the Fire effect since they are cannonballs. Hopefully, it will be revisited and have the effects done differently.
Instead of a mist aura, the aura is a bunch of small bubbles that start small and increase a bit in size, floating upwards, like Moto’s Unstable Infusions.
Change the footfalls to be whirlpools that have a pirate ship flag (black with white crossbones) rise from the center so it’s more pirate-like and noticeable.
Combine all those changes and the HMS would be truly legendary (in my opinion).
Here I see 3 solutions as well:
a) adjust skill damage coefficients to higher values.
b) adjust skill cast times to lower values
c) introduce additional temporary direct damage % boost that activates with necro making some sort of play (facing enemy frontally, landing a crit, getting hit in shroud, on condi cleanse, ally heal..whatever). I’ll let others ponder on that for now.
I’m generally saying that before we go to town with whole raid group wide balance via a new dps profession specific buff, let’s first fix necro dps problem “inhouse” and then without the burden of “must fix his direct damage output” ponder on what to bring to the table in terms of group dps.
Have to agree with Zeft in this discussion, even though I like the OP’s idea. That being said, I believe some improvements found on others could help Necro out here.
a) Increase the damage of the final auto-attack chain of dagger so it isn’t a DPS loss.
b) Reduce the cast-times, after-casts, and contact points of the dagger auto-chain.
c) Few suggestions here:
- Spiteful Talisman: “Deal +5% damage to foes without boons. Temporarily deal an additional +5% damage when you remove or corrupt boons. Buff duration: 5s.” Then, move the focus CD reduction to Chill of Death so the trait doesn’t do too much.
- Strength of Undeath: “Deal +5% damage when Life Force is above 50%. Deal an additional +5% damage when Life Force is above 50% while in Shroud. Maximum Life Force increased.”
- Soul Eater: Greatsword skills recharge 20% faster. Gain a stacking buff when you siphon or steal life that increases damage by +1% and Gravedigger’s damage by an additional +1% per stack. Buff duration: 8s. Stacks up to 10 times.
This creates synergy with Blood Magic, access to Dark Fields, and other Life Siphons to link up a traitline that already has Necro’s unique group buff. It also retains the “Soul Eater” thematic aspect and current emphasis on Gravedigger while using Life Siphon as an activation for synergy rather than allocating it to a single move.
Other changes I think that would be nice is the ICD reduced on Chilling Darkness from 3s to 2s so Well of Darkness can chill 3x while Nightfall would still chill 2×. Maybe add in Well of Corruption damage to Well of Darkness and Well of Suffering damage to Well of Power so that they all do damage. Those should help a bit.
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Hey man, I’m with ya – but this is Anet. Couple that with how much people hate this profession, and you have what OG mentioned: 1 (buff) step forward, 2 (nerfs) steps back.
My point is: for purity of purpose…
We and Anet have different definitions for that term. The last time it was used, Engineers were pretty upset, which is an understatement considering they’re usually chill peeps.
Rest assured that the proposed solution is not in the works, and this thread, and the idea of gathering feedback, is not a “ruse.” I have been forwarding player concerns on this subject for years, then following up every several months in response to players who ask about it. This thread is a genuine feedback-gathering initiative for a legitimate attempt to address what many players have pointed to as a quality of life situation, be they users or whose who plays besides the users of certain legendaries.
Fair enough. Thanks for the response, and I hope you can understand my skepticism.
This isn’t a “vote” situation, per se, but input is appreciated and we’ll be reading!
Upon re-reading this: Why do I get the feeling this thread is another ruse? You guys (Anet) have a track record for asking for player feedback on a suggestion, when in truth, the proposed “solution” is already in-the-works and will be implemented anyway – regardless of feedback.
For the people suggesting a weapon/legendary weapon effects slider or mute button: Have you considered that this would affect all weapons, or all legendary weapons equally? Including your own?
Yes. Especially if it’s an adjustable slider so the volume of all weapons can be at a volume to each persons’ preferences.
If someone likes their Legendary sound but is annoyed by another, then lower the volume, even if it lowers yours. You’ll still be able to hear it and crank it up whenever you want to get your jollies.
I think a mute check-box is not the way to go. An adjustable slider is.
Please. Just classify the sounds of Legendary Weapons as Musical Instruments (such as the Glint hymn – even though it’s not a Legendary weapon). There is already a sound FX adjustable slider for it.
If you don’t enjoy the sounds, you are going to have to make the decision to lower the volume or completely mute Legendary weapon sound FX with all musical instruments and vice-versa. Have it be an option that the Players can control rather than an update no one has control over.
50% increase of 1½% is 2¼%. Also, seeing how easy it is to gain Astral Force, especially through Regeneration and other heals-over-time, I disagree to that trait suggestion.
The simpler form of your suggestion is just to allow AF generation while in CAF. Unfortunately, the 15s duration has to be removed, and as OG said, it will come with consequences. Most likely in the form of increased cooldowns if it the player is able to retain the form almost indefinitely.
So, if you don’t mind the idea of cooldown increases that might leave Druids spamming Cosmic Ray while Seeds of Life is increased from 1s to 3s, Lunar Impact 8s to 10s, Rejuvenating Tides 8s to 12s, and Natural Convergence from 10s to 15s – then by all means, ask away, because that’s how we’ll get it.
Edit: Probably say goodbye to gaining AF from regen and heals-over-time, too, if you want this change. Currently, AF depletes 6.66% per/s, with Dolyak Runes, Mango Pie, Signet of the Wild, and Natural Healing – those combined generate 7.5% per/s. Once you throw in healing from regeneration, healing skills, and CAF skills, “almost indefinitely” becomes indefinitely.
Be prepared for some major nerfing if you really want this.
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For real. I also used this build pre-HoT – things come full circle.
Don’t like it. Won’t play it. However, others enjoy it so bring it on and let them have their fun!
Need more people like you. Seriously.
Drink elixirs. Hit stuff and kill stuff with a lot of long-lasting boons. Can replace Grenade Kit with whatever you want, but keep Mortar Kit for range and it’s healing elixir on skill 5.
You can have permanent Quickness by yourself without Sigil of Rage (or Agility) but you need to activate Elixir U off cooldown for 0 downtime. Rage keeps things simple.
Can’t buff turrets too much, though some buffing can happen. Stuff like:
- Reduce Turret active cooldowns of Rifle, Flame, Net, and Thumper to 20s.
- Reduce cooldowns of Thumper Turret to 40s and Rocket Turret to 45-seconds.
- Increase Flame Turret’s burning stacks from 1 to 2.
- Reduce Flame Turret’s Smokescreen duration from 5s to 4s.
- Replace Autodefense Bomb Dispenser with a new Turret trait: Turret rate of fire is reduced by 1-second.
- Adjust Turret ranges of Flame to 450, Rifle to 900, and Rocket to 1200.
- Increase Turret Repair of “Thwack” on Tool Kit from 5% to 10%.
I think those changes could make turrets a bit more decent. Still would be kinda “meh” on their own and would require traiting into them to make them slightly more effective.
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Out of topic : Druid’s celestial Avatar is a copy of the necromancer’s shroud.
Similar and copy are not the same. When Druids gain an extra bar of vitality and are locked out of their utility skills, call us back so we can complain.
Also agree with Crinn. Shroud (and Celestial Avatar) could benefit and be better balanced with proper scaling.