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Let's Hope Roy is Handling Ranger

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Or they think that the Ranger is good enough compared to what a redesign would take up of resources.

Let's Hope Roy is Handling Ranger

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Let’s be honest. We’ve got the coolest darn mechanic in the whole freaking game. Who needs friends when you can have A LOYAL VIRTUAL PET? ! You don’t even have to feed the dang thing. Fantastic mechanic, just needs to be tweaked. Every other class dislikes ranger because they’re peanut butter and jealous they don’t get to have floofy dogs and LOLcats.

The issue is not having a pet, but how much control one has over the pet. The pet and the Ranger are supposed to function as one, one person being in two places, doing two different things. But the reality is that it’s just the Ranger and its dumb, AI controlled pet that can only execute a few very basic commands.

Let's Hope Roy is Handling Ranger

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Posted by: Wuselknusel.4082

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I’ve said this since the beginning, they don’t play their own game and therein lies the problem. If you rely on forum feedback, you’ll get the most broken suggestions along with some good ones and unless you know the class, they’re meaningless. Just off the top of my head, I recall people asking for a killshot that could be fired while stealth without root or pets that’ll land their hits 100%. Nevermind the other LOL stuff being asked for from other classes.

The killshot idea was mentioned back when Rapid Fire had a longer cast time. In the end, they went with something very similar, so I don’t know why you would call a killshot being off the charts.

The reason why some poeple want the pet to reliably hit its target is because the pet is resposible for our damage. It is not extra damage, it is damage that was stripped from the Ranger, so that pets could have a purpose. Again, an understandable demand from someone who’s sick of the poor AI the pet is bound to.

There are suggestions that don’t fit the Ranger or the balance this game has, but it’s not like the developers are not able to differentiate between suggestion that could work and those that do not.

Wisps the future of Spirits

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Repost of an idea I wrote down in another thread:
This idea is ofcourse far from being balanced, but you should get the idea:

General Design:

  • Spirits build up stacks, one each 5 secs, up to 25 stacks
  • When channeled, the Ranger and up to 4 allies in a certain range around the pet get their weapons infused by the spirit. All the stacks the spirit has stored will be transfered onto the Ranger and his allies
  • The pet acts as vessel for the spirit. Kill the pet -> stop the spirit effects.
  • Spirits have no casting time, so you are able to swap the effects on the fly, even while fighting
  • There can only one spirit infusion be active at a time
  • The active of a spirit consumes all its stacks. The active is time based, while the passive triggers on hit. The time the active lasts is also determined by how many stacks got consumed.
  • When the pet is dead, the pet can be healed by 4% of its maximum health through consuming stacks of a spirit (use up all your stacks on one spirit to resurrect your pet)
  • The only thing I haven’t made up my mind about yet is how to deactivate a spirit (using the spirit once will activate its passive, clicking it again will activate the active)

Let’s talk specifics now.

Frost Spirit:

  • Passive: Basically the same, just with less RNG. If activated, all attacks will consume one stack and deal 7% more (power) damage.
  • Active: The attacks of all allies who had their weapons infused will apply chill. Chilled targets will suffer (0,5%*stacks consumed) more damage.

Stone Spirit:

  • Passive: The Ranger and up to 4 allies in range of the pet will gain a unique buff that reduces all incoming damage by 10%. Each hit suffered consumes one stack.
  • Active: The attacks of all allies who have been infused will immobilize enemies. Allies are healed by (0.5%*stack consumed) for the damage dealt against immobilized targets,

Storm Spirit:

  • Passive: Each hit gives you an unique, short lasting movement boost and a bigger attack range, while consuming one stack.
  • Active: The next attacks will apply quickness and daze the target for (0.2*stack consumed) seconds. Each target can only be dazed once.

Sun Spirit:

  • Passive: Each stack applies short lasting burning.
  • Active: Each attack while under the active effect applies blind. While under the effect of blind, enemies suffer (0.5%*stacks consumed) more condition damage.

Water Spirit:
If not good enough, or too OP, lower the effectiveness for allies by 50%. It is supposed to be a selfheal first and foremost after all.

  • Passive: Each stack heals the player (and applies regeneration).
  • Active: For the duration of the active, all (condition) damage will heal the player for (2%*stacks consumed) for its damage.

Elite Spirit

  • Passive: Each attack, the player will be cured of one condition and one stack is consumed. Additionally, each attack will increase the stacks of all other spirits by 1.
  • Active: Boosts the reviving speed of the player by (10%* stack consumed).
    The player also gains (0.5*stack consumed) resistance.

Now, this idea sounds not much more of an active playstyle than the other suggestions, but I do hope that the ability to swap instantly between spirit infusions and the decision of using the active or not will create more active play for the spirits. It definitely can’t be worse than the current situation.

General Dungeon Discussion Thread - Part 2

in Fractals, Dungeons & Raids

Posted by: Wuselknusel.4082

Wuselknusel.4082

The kitten is happening with this subforum? Why are there so many threads with redposts in it?

Edit: Oh now I got it, someone just dug all those post made two years ago.

(edited by Wuselknusel.4082)

Why can't Spirits be like Banners?

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Now here are some thoughts how I would design spirits. This idea is ofcourse far from being balanced, but you should get the idea:

General Design:

  • Spirits build up stacks, one each 5 secs, up to 25 stacks
  • When channeled, the Ranger and up to 4 allies in a certain range around the pet get their weapons infused by the spirit. All the stacks the spirit has stored will be transfered onto the Ranger and his allies.
  • When the spirit gets deactivated, the remaining charges will be transfered back onto the spirit.
  • The pet acts as vessel for the spirit. Kill the pet -> stop the spirit effects.
  • The time it takes to build up stacks is doubled when the pet is dead.
  • Spirits have no casting time, so you are able to swap the effects on the fly, even while fighting
  • There can only one spirit infusion be active at a time
  • The active of a spirit consumes all its stacks. The active is time based, while the passive triggers on hit. The time the active lasts is also determined by how many stacks got consumed.
  • The active only applies to the Ranger.
  • When the pet is dead, the pet can be healed by 4% of its maximum health through consuming stacks of a spirit (use up all your stacks on one spirit to resurrect your pet)
  • The only thing I haven’t made up my mind about yet is how to deactivate a spirit (using the spirit once will activate its passive, clicking it again will activate the active)

Let’s talk specifics now.

Frost Spirit:

  • Passive: Basically the same, just with less RNG. If activated, all attacks will consume one stack and deal 7% more (power) damage.
  • Active: The attacks of all allies who had their weapons infused will apply chill. Chilled targets will suffer (0,5%*stacks consumed) more damage.

Stone Spirit:

  • Passive: The Ranger and up to 4 allies in range of the pet will gain a unique buff that reduces all incoming damage by 10%. Each hit suffered consumes one stack.
  • Active: The attacks of all allies who have been infused will immobilize enemies. Allies are healed by (0.5%*stack consumed) for the damage dealt against immobilized targets,

Storm Spirit:

  • Passive: Each hit gives you an unique, short lasting movement boost and a bigger attack range, while consuming one stack.
  • Active: The next attacks will apply quickness and daze the target for (0.1*stack consumed) seconds. Each target can only be dazed once.

Sun Spirit:

  • Passive: Each stack applies short lasting burning.
  • Active: Each attack while under the active effect applies blind. While under the effect of blind, enemies suffer (0.5%*stacks consumed) more condition damage.

Water Spirit:
If not good enough, or too OP, lower the effectiveness for allies by 50%. It is supposed to be a selfheal first and foremost after all.

  • Passive: Each stack heals the player (and applies regeneration).
  • Active: For the duration of the active, all (condition) damage will heal the player for (2%*stacks consumed) for its damage.

Elite Spirit

  • Passive: Each attack, the player will be cured of one condition and one stack is consumed. Additionally, each attack will increase the stacks of all other spirits by 1.
  • Active: Boosts the reviving speed of the player by (10%* stack consumed).
    The player also gains (0.5*stack consumed) resistance.

Now, this idea sounds not much more of an active playstyle than the other suggestions, but I do hope that the ability to swap instantly between spirit infusions and the decision of using the active or not will create more active play for the spirits. It definitely can’t be worse than the current situation.

(edited by Wuselknusel.4082)

Why can't Spirits be like Banners?

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Spirits that are completely passive will just be as dull of a mechanic as any other passive in this game. What spirits need is a purpose. Right now they function as banners with some extra flavor but with huge drawbacks. They need to be unique. They need to have an impact that goes beyond what we are currently getting, so that they become desirable in any situation.

One idea would be to strengthen attacks (on hit effects) of the Ranger and his teammates or defenses (when getting hit). The Frostspirit could infuse all attacks of nearby allies to give them stronger attacks, just as the current passive does, with the difference that the allies only have to be in range when the ability is cast, rather than having to stay in range of the spirit as they currently have to be. The active could buff the attacks of infused weapons even more, the Frost Spirit could add a boon that applies chill on hit for example. The counterplay to this new mechanic could be to kill the pet, which is acting as a vessel for the spirits, to cut the effect.

An idea to make this even better would be that the spirits don’t go on a regular cooldown, but build up charges instead. If channeled, the trigger (on hit or being hit) will remove one charge. That would allow to run multiple spirits and quickly change up the effects, implying that only one spirit can be active at a time. To further incentivize this idea, the active could consume all charges currently stored on that spirit to boost the strength of the active effect, so you can trade steady bonuses for bursts.

(edited by Wuselknusel.4082)

Let's Hope Roy is Handling Ranger

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Traps being throwable again?
Spirits finally getting a distinct role?
Sword Autoattack being interruptable, or sword being reworked completely?
Shortbow getting more love?
Moving while casting whirling defense?
Quickdraw triggering on skill usage, not on skill finishing?
Pets being made more usable?
Shouts being reworked?

The Ranger finally becoming more than “just ok” if mastered?
Is it too much to dream of?

Right now the Ranger just holds up to other classes due to his defensive capabilities, not through his offensive capabilities. The Ranger is seriously lacking mechanics other classes have plenty of access to.

(edited by Wuselknusel.4082)

No tank, No healer, No trinity

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Posted by: Wuselknusel.4082

Wuselknusel.4082

There is a trinity, it is just not fledged out. Healing – everybody has a healing skill. Utility – comes in form of reflects, blinds, stealth, weakness, protection, aegis, etc.
DPS – every class can bring DPS to the table. The thing is that neither healing, nor utility is killing the enemy. And killing the enemy as fast as possible is what you are aiming for. So healing and utility gets minimized, while the DPS gets maximized. Right now the encounters are that easy that there is simply no room for a character fully dedicated to healing or providing utility.

Anet, I'm begging you to fix the Ranger sword

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Posted by: Wuselknusel.4082

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I’m curious how such braindead game mode as PvE is can cause so much frustration with a weapon that is relatively easy to handle with some practice.

The real problem with the sword isn’t even the weapon itself, it is the fact that it is our only melee mainhand weapon.

PvE isn’t braindead. PvE is old. You are not dying in PvE because you know when to dodge. If you can’t dodge, you still die.

ArenaNet: You have to get creative again...

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Posted by: Wuselknusel.4082

Wuselknusel.4082

They can only add so much fields to the game. They would hit the same limitations fast.
Not to mention that those fields have to be worthwhile first. They would also devalue other fields, since you can already get every possible old effect out of fields.

(edited by Wuselknusel.4082)

ArenaNet: You have to get creative again...

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Posted by: Wuselknusel.4082

Wuselknusel.4082

…because your current system has reached its limits.

The revenenant should feel like a new and unique class, but it doesn’t. Everything he offers I have seen in another form on another class. Speaking about limits, the current mechanics have also reached it’s limits. What was your idea for the Dragonhunter trap? Giving it’s massive vuln application, a condition that is already heavily overused.
What did you gave the ventari tablet to feel worthwhile? A guardian shield bubble, only being indestructible and lasting way longer. In it’s current state, you would only need a hand full of revenants to protect entire zergs for the whole fight from projectiles, basically killing builds with just one skill.

You run out of ideas how to implement interesting mechanics, so you use mechanics that haven’t been used so much. But those mechanics haven’t been used so excessively because they are too powerful. You really need to think about new ways to enhance the GW2 mechanics, because otherwise, we will get a powercreep’ed enviroment, not because the numbers of skills are off balance, but just because you are using your old, too powerful mechanics way too often.

Revenant's DPS (PvE but relevant for anyone)

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Posted by: Wuselknusel.4082

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1: We don’t know the DPS legend
2: Every weaponset we currently have is tied to the legends we currently have

The hammer is the fitting weapon for Jalis, while axe/mace is somwhat a condi weapon.
You are basically throwing a staff guardian in zerker gear and expect it to do good damage. No wonder that doesn’t work. You can’t judge the overall DPS right now.

I feel insulted.

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It is totally a bug, and a pretty serious one! I am 100% vegetables!

I feel insulted.

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Attachments:

Ranger bugs

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Maybe this has been brought up already, either way. The new shouts We Heal as One and Strength of the Pack do not apply the boons Resounding Timbre is adding if traited.

Bowstring still buggy in first person

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The bowstring is still bugging in first person. I noticed this with the shortbow on my Sylvari.

Attachments:

No, I am not okay with this.

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And isn’t optimizing yourself to run a dungeon a certain way just as lazy as pressing 1 all the time?

Ok, stop right there. If that’s your opinion, then there is no point arguing, since you clearly lack the understanding of how efficient dungeon clearing works.

Do all the guys who think that way believe that just bringing the right gear guarantees you a fast and “easy” clear? Zerker have to do everything non-zerker players have to do too, even more, they have be more precautious, since they have no flat resistances.

But ofcourse, there is always the option for you to create your own non-zerker, non-optimized dungeon party.

And if you are against zerker gear, then I don’t understand why you are against harder dungeons, since the difficulty of the current dungeons is enabling many people to use zerker gear in the first place.

No, I am not okay with this.

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I only read the TTH article but if HoT featured what he wanted, it would be a strike against it for me. Why? Because I hate forced group content. Why? Because formal party play in GW2 has devolved into a very elitist meta. Not the content, the party. If you don’t have your own guild or regular group of friends, PUGs of this type of content quickly becomes a “you must run X in Y gear and study YouTube videos of runs so you know what to do” otherwise you won’t find teammates. That’s why I’m happy that they made Arah soloable. Otherwise you either party up with players that will cut a newbie zero slack or be forced to pay players to come with you.

You want “challenging group content” there are other games, GW2 is a game for those who want an escape from that.

Why is this meta “elitist”? I fail to see it. It is a simple fact that zerker gear is the most effective gear to use and it is also a simple fact that you can beat any content in PvE with zerker gear. This is hardly an issue with “elitism”. I’d even go as far to say that ther is no elitism in this game, otherwise I’d be an “elite” too, as would be all my guildmates. Wearing zerker gear and expecting others to run it is not elitism.

And if people can watch PewDiePie playing Happy Wheels 70 times, then they can watch one video per dungeon path to know the basic mechanics.

Or they could just create their own group with whatever requirement they deem to see fit.

No, I am not okay with this.

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To sum up my experience and opinion: after about 2 years of GW2 I’m actually going back to WoW.

The funny thing is, the same has been said about WoW again and again in the years
when i played EQ2.

WoW was the epitome for a total easy stupid dumbed down game, and it was
getting dumbed down even more with every expansion.

@OP
I refuse to watch youtube videos just to understand what a post wants to tell me.

Then I refuse to see in your text any more than just your opinion alone.

No, I am not okay with this.

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Posted by: Wuselknusel.4082

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I’m not ok with the game getting more casualized, but ANet wont change their mind on this one.

Unexpected Deaths

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Posted by: Wuselknusel.4082

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1 June 29th., around midnight, GMT+2
2 xXxOrcaxXx.9328
3 Frostgorge Sound
4 East of the Claw spawn, on the road that leads through two rocks
5 I was running
7 I just died
8 I got revived and continued as normal

Address of state of Ranger to Anet

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Posted by: Wuselknusel.4082

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They are not neglecting the Ranger. The Call of the Wild bug was addressed instantly, while Guards and Engies run rampant.

General Dungeon Discussion Thread - Part 2

in Fractals, Dungeons & Raids

Posted by: Wuselknusel.4082

Wuselknusel.4082

Stop it already, just because you can’t handle such power doesn’t mean anybody can’t. :<

Suggestion: Being able to see our nicknames

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Step 1: Group up with someone
Step 2: Let them call you as target
Step 3: ???
Step 4: Profit.

(edited by Wuselknusel.4082)

Best class for world bosses

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metabattle.com

where do you go now that LA is ruined?

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I simply don’t hang around anymore. I used to stand in LA, the WP, the bank and the wall was convenient. I stayed logged in since there was always something going on in LA. Since then I simply log of when I’m not doing anything particular.

I wish ANet would create a new hub, something that is pretty much like the old Mystic Plaza.

Yet again, they probably don’t want to, since it would contradict the Royal Terrace/Airship pass sales.

GW2 lost something big when they destroyed LA.

Why is the daily reward a BAG?

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Because a bag is something you notice. If you would only get 3 spirit shards, you could easily overlook it and think that you didn’t get anything.

And if there is one thing ANet doesn’t want to do, then it’s confusing its (new) players. See NPE changes.

Traps should deal Maul direct dmg

in Ranger

Posted by: Wuselknusel.4082

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They can’t add serious dmg without tells.

Most of the traps have long cooldowns and take up utility slots. If they balanced them properly you would need to be glass to do big “omg wtf!” hits and losing utility slots on a glass build is suicide if you don’t play well.

There would be no reason to remove the trap concept just to be able to give them a use on power builds.

Actually most traps when traited have below 30s CD which is pretty kitten low for a utility skill, hell half of them get a CD below 20s

spike trap cd used to be lower too~

Teq, Triple Trouble, and Dungeons

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On a side note I wonder if a ranger with piercing arrows hit the crit spot if he aim for head and stand at an angle behind one of Teq front paws. Maybe ranger can even hit two paws and crit spot if standing right.

Which would make them as good as other players hitting two hitboxes, with the downside of losing damage on the foot that is closer to the Ranger,

Easy mode Team comp for dungeons

in Fractals, Dungeons & Raids

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Ursanway was definitely fun the first time you did it. Second time? Hrm.

Ultimately it depends on if you enjoyed the Ursan Blessing skill set in general or not. If you just used it for the lol factor, I could see it being boring second go around.

Just tell ANet that “Feel my Wrath” should go on a 60s cooldown. I fear that they overnerf it.

Teq, Triple Trouble, and Dungeons

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And about the silent majority… while no one can speak for everyone, from just looking around we know that 90% of the players don’t have legendaries, spinal backpacks and full ascended sets with different stats to swap out for different purposes.

While I have all this stuff, it’s unreasonable to expect everyone to put in this kind of time/effort just to be able to play mid-level content.

Point is? You can complete almost anything naked if you are good enough. Exotic gear is more than enough to complete everything in this game easily.

Teq, Triple Trouble, and Dungeons

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Wuselknusel.4082

fail Get destroyed by tequatl/Evolved Jungle Wurm, became desperate because all methods keep failing Read trying to do AC but dying because of 30 bleeds and cleanses on cooldown, or belittled read people shouting at you on chat and calling you an idiot and blaming each other for failing.

There are two ways of addressing this issue: One, the one you are suggesting: Dumb down the monsters until anyone in any gear can do it.

The other one would be to simply don’t make fights anymore than require a large zerg. Since half of the people, like you, are semingly unwilling to think about their mistakes, rather than how strong the enemy is, it would be better to simply not be forced to play with such people.

Ofcourse, there is still the possibilty to keep the changes as they are and to wait until enough people finally realize, that they have to change up their gameplay.

General Dungeon Discussion Thread - Part 2

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Posted by: Wuselknusel.4082

Wuselknusel.4082

https://forum-en.gw2archive.eu/forum/game/gw2/Teq-Triple-Trouble-and-Dungeons/page/3

You have to voice your opinion now! This is serious, otherwise we’re getting another NPE patch, probably removing mobs from the game, since mobs that attack you have to be proven being too hard for the “average” gamer.

Teq, Triple Trouble, and Dungeons

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To anyone complaining about the difficulty of the game: YOu are the reason why we had the NPE changes and you should feel bad about this.

But here is my suggestion: Since you don’t seem to like the whole combat thingy and never want to be put to test, why don’t we just remove enemies in this game altogether? You can then gift every NPCs flower and he will give you his loot.

Teq, Triple Trouble, and Dungeons

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Wuselknusel.4082

~snip.

Tl;dr: “I am a “weekend gamer” and I want neither be challenged, nor put any more thought into the mechanics of the game than I have to to beat the game."

I am not even blaming you. You can decide how much time and thought you want to invest in this game. But please be not mistaken. You have no right to expect to be able to get as much from the game as someone who is willing to invest more time and thought into this game.

Noone is hindering you to do harder content but you yourself.
This game is not hard, not by any means. This has on the one hand the effect, that anyone is able to beat the game with any gear. But it has also the effect that you can expect the players to fulfill atleast basic things like having a lvl 80 toon, the right traits and gear.

why is there only 9 dungeons?

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I feel 9 is good enough for now. Why does GW2 need to have more like those other MMOs? GW2 is not those other MMOs.

This argument is so wrong on so many levels, I don’t even want to get started why.

Double HP not compatible with Inquest GMII?

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For the first time, the event to destroy the Inquest’s Golem Mark II has just failed with about 5% HP after 15 minutes.

I always melee DPS on the boss but like 95% of the zerg do not. So…. either adjust the health on Golem Mark II compensate for the poor DPS from the ranging zerg, or maybe the zerg need to rethink their DPS and strategy? I don’t know.

Thoughts?

So you think because you failed once, that the boss is now OP?

This Mobility Nerf...

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I believe they said they done this so skills match what they say it does.

If a skill says it moves you 900 you go 900, swiftness made you overshoot this number with slows making it go less than stated.

I think this is why decided to go ahead and gut mobility.

Or they could have added tooltip descriptions to say it’s reduced or propelled by movement speed. : O I thought Anet love tweaking tooltips? :’ )

If that’s so, then they have to nerf all attack ranges too. All weapons are able to hit further than their description implies. I really hope (for their sake) that they don’t plan to do this, and I honestly don’t think this will happen, which in return invalidates the reason you give for this nerf.

I personally think that the new condition slow was kittening with skills affected by it and so they removed all interactions between mobility boons/conditions and mobility skills altogether.

How would you rate the Ranger now?

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Posted by: Wuselknusel.4082

Wuselknusel.4082

M8, I r8 8/8.
Sorry.
The Ranger has gotten updates, but not enough to keep up with the others.

I'm throwing money at my screen over here...

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If you want to play JRPGs then I’d suggest to play JRPGs and not GW2.

Clarion Bond is fine

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Wuselknusel.4082

So you create an entire build that builds upon this trait to show how OP it might be?
I guess that you can’t pull this of in atleast 50% of all cases in any PvP scenario and in PvE you are sacrificing your power with that build, which isn’t that high to begin with.

(edited by Wuselknusel.4082)

Did they fix Healing Spring?

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Wuselknusel.4082

Why do all say that HS isn’t healing your allies? It never did. It just gave regeneration and condiremove, which it is still doing now. The pet is a bug, but the rest is fine.

(edited by Wuselknusel.4082)

General Dungeon Discussion Thread - Part 2

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Ranger were able to abuse the blast finisher on pet swap in some, very gimmicky situations (You needed a tonic without cooldown for that. You would just spam the tonic to get a blast finisher each time you transform).

The logic reaction to that bug is obviously to give the trait a 30s IRC, while the petswap is 15s untraited. Logic. Balancing at its finest.

Tbf that trait stated 30s cooldown from the start, it was just bugged and fixed.

Yeah, because one blastfinisher on a 15s cooldown is way too OP…

[Forum Specialist] Specialization Update

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

First. DON’T SCARE ME LIKE THAT! I thought we would have gotten our Ranger specialist.

Second, traps. IMO they are weak. They never have been particularly great; they always were on the lower side of damage, but so is the Ranger in general (slow and steady as ANet called it). The great advantage traps had was, that they could be thrown and thus the chance for them hitting was higher. Now I can’t see myself running more than one trap, if ever, in my build. Also, the new spike trap is totally not worth the cooldown it got. I have a few suggestions to make traps feel better, but I don’t want to detail them here to not derail the thread. But throwing traps should totally come back.

Spirits have not gotten any stronger but got their utility cut. I don’t disagree with the change to make them stationary, but the buffs they got don’t make up for the lost utility, not by a long shot.

Shouts are still ridiculous useless. Really. “Protect Me!” is not more than areliable way to kill your pet as zerker, thus only useful as bunker, all other old shouts do not benefit the Ranger himself in any way (unless traited, but that is definitely no reason to leave them as they are right now) “Sic’Em!” is boring to use, eventhough it is the best old shout we got, “Search and Rescue” is just a wasted utility slot for the most part and “Guard!” is just laughable. The new shouts (We heal as one and Strength of the pack) are great (probably because they weren’t designed as shouts initially), but have many bugs currently (traits and runes not applying properly and stuff).

Shortbow is still meh at best, it really could use getting its 1200 range back.

Also, the new ICD on the “call of the wild on pet swap” trait is ridiculous and should fit the pet swap cooldown. Anything else I’d complain about are bugs ATM, but I’ll come back if I find something I’m not happy with.

General Dungeon Discussion Thread - Part 2

in Fractals, Dungeons & Raids

Posted by: Wuselknusel.4082

Wuselknusel.4082

Ranger were able to abuse the blast finisher on pet swap in some, very gimmicky situations (You needed a tonic without cooldown for that. You would just spam the tonic to get a blast finisher each time you transform).

The logic reaction to that bug is obviously to give the trait a 30s IRC, while the petswap is 15s untraited. Logic. Balancing at its finest.

Ranger issues that need fixed

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

You can’t prevent the whole damage of rapid fire by one dodge roll and the skill has a low cd. If you start fighting, you will be at max range most of the time. Nobody wants a profession that is able to oneshot enemies outside of their range.

But a profession should be able to pressure the enemy. If the enemy can just shrug the damage off, then you will never be able to kill the enemy, unless the enemy kittens up. The Ranger has only two power based skills that pressure the enemy; Maul and Rapid Fire. If you nerf them, then you kill the power based builds.

Ranger issues that need fixed

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

LB damage has been lower since patch, eventhough I don’t think that the lower damage does originate from the LB being nerfed. What really lowered the LB’s strength is the competition the LB trait now has, not only in the Marksmanship line, but also the Marksmanship line itself get overshadowed by other lines.

Healing Spring has many bugs at the moment, as have the new shouts. I hope they get sorted out soon.

Traps are weaker IMO. They never have been particulary strong; the chance to kitten up was always pretty high, but now they just have been shafted even more. Yes, the traps have been improved, but so did everything else and the cooldown on the new spike trap is ridiculous.

Shouts are not even worth mentioning, as they have not seen any update, beside the incredible remove of the cast time on “Guard!”. “Sic’Em!” is a pretty boring shout, it gives no advantage to the Ranger and its use remains mostly unnoticed for the enemy. “Protect Me!” is still a great way to kill your pet as zerker and thus only useful if you are playing a bunker build. “Guard!” is still as useless as ever and “Search and Rescue!” holds, again, no value for the Ranger himself, so it’s just wasting an utility slot for the very most time.

I find the bunker PvP meta for Rangers in general pretty boring and unsatisfying and the Ranger is definitely lacking proper (non-gimmicky) non-bunker builds.

Spirits are also not very strong. The storm spirit’s daze does not get influenced by Moment of Clarity, which could be a bug, but I doubt it.
Spirits in general do hold less value than warrior banners, and even the banners are not used very often. Spirits just don’t feel unique and don’t have a strong mechanic associated with them. They are just boons for the most part and thus not versatile enough to be considered worthy.

Ranger bugs

in Bugs: Game, Forum, Website

Posted by: Wuselknusel.4082

Wuselknusel.4082

Moment of Clarity does not double the daze duration of the storm spirit.

Ranger bugs

in Bugs: Game, Forum, Website

Posted by: Wuselknusel.4082

Wuselknusel.4082

Quick Draw does sometimes not get triggerd on weapon swap during fights.
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-Bug-Quick-Draw-doesn-t-trigger/first#post5212006

(edited by Wuselknusel.4082)