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I'm loving traps... just try them.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Why do you use flametrap? it brings only 1/3 of bonfire’s damage, both power and condi. The only benefits are a bigger AoE and slightly less cooldown.

Why is my ranger's primary heal now a trap?

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Posted by: Wuselknusel.4082

Wuselknusel.4082

If traps could be thrown and if the runes work for HS too and when all the other bugs are fixed, then HS will be better than before.

[Ranger Bug] Quick Draw doesn't trigger

in Bugs: Game, Forum, Website

Posted by: Wuselknusel.4082

Wuselknusel.4082

It happened to me quite often, that when I switch weapons in fight, the Quick Draw trait doesn’t get triggered. I am not using the runes that give you faster weaponswap cooldown.

Simplistic game has become even moreso

in Guild Wars 2 Discussion

Posted by: Wuselknusel.4082

Wuselknusel.4082

@OP is it surprising to see the game being made more simplistic if we consider the NPE changes?

General Dungeon Discussion Thread - Part 2

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Posted by: Wuselknusel.4082

Wuselknusel.4082

It just needed one post and this thread has turned into everything I don’t agree with.
https://forum-en.gw2archive.eu/forum/game/gw2/Simplistic-game-has-become-even-moreso/first#post5204398

Make Aerodrome accessible!

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Posted by: Wuselknusel.4082

Wuselknusel.4082

When ANet announced the rebuilding of Lions Arch and we got to see the first glimpse of what LA will look like, especially the giant constructions zones got me hoping to be able to go inside them.

I’d appreciate it, if these zones, especially the Aerodrome, could be made accessible.

Ranger bugs (list them here)

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Posted by: Wuselknusel.4082

Wuselknusel.4082

- Quick Draw does sometimes not apply to skills properly
- Swoop seems to get cancelled mid-air more often than not
- Frost Spirit does give 1 might for 1.25s every 3s. This clearly must be a bug.

1. You need to finish casting/channeling the skill before Quick Draw buff ends in order to benefit from the 66% cooldown.

2. You probably have quickness.

1. I know
2. No

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

You need to relax man. I said I played in their bracket, not that I repeatedly killed them (except for caed but thieves are still getting used to things. That’s not even a bragging point). Somebody was saying I used traps against bad players when in fact I faced nothing but skilled players today.

Traps give an incredible condi spike and cc that are pretty difficult to dodge when on point. Those who are adamantly against traps can wallow in their badness, I don’t really care.

I’d not call 6 stacks of bleed, 3 stacks burn adn 3 stacks poison (does Viper’s Nest give that much?) “incredible condi spike”… You may be spiking condidamage if you follow that up with your weaponskills, but the traps itself aren’t that “bursty”.

Ranger bugs (list them here)

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Posted by: Wuselknusel.4082

Wuselknusel.4082

- Quick Draw does sometimes not apply to skills properly
- Swoop seems to get cancelled mid-air more often than not
- Frost Spirit does give 1 might for 1.25s every 3s. This clearly must be a bug.

Trapper, lets talk about that.

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

So you say that everyone keeps walking into you, so that you can get a triple kill?

Rapid fire nerfed?

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Wow, that is a common theme for the Ranger. Get nerfed to justify buffs. The Ranger has lower coefficients to justify the pet as damagesource, now the coefficients get lowered again to justify buffs? What is this kitten?

Trapper, lets talk about that.

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

Then you don’t seem to play against very experienced opponents.

Rapid fire nerfed?

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

The old coefficient for RF was 3.75 with a base damage of 1320 (see wiki).
Let’s see how it looks like when they update the wiki.

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

I was already disappointed by traps, but ANet managed to top my disappointment off.
- Spike Trap has now a kitten cooldown untraited
It used to have a 25s cooldown, but obviously 3 stacks bleed with an increased duration of 2 seconds and 2s of cripple turned into a knockdown is compensating the 20s additional cooldown
- Healing Spring gets triggered by your pet
If your pet falls behind you and you want to lay down a HS in advance, your pet will activate it
- Healing Spring gets triggered by full HP allies
It was stated otherwise on the livestream
- Healing Spring does not activate Rune of the Trapper passive
Nuff said
- Healing Spring has now a longer trigger time
- Healing Spring doesn’t heal the pet

(edited by Wuselknusel.4082)

Noob Questions on Ranger

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Expect to be not the best in any department. Also, don’t ever use longbow skill 4.
Have fun playing.

General Dungeon Discussion Thread - Part 2

in Fractals, Dungeons & Raids

Posted by: Wuselknusel.4082

Wuselknusel.4082

The size, quality, and direction of HoT will determine if I buy HoT I’ll listen to guildies and forum folks for a couple weeks after launch to see if it’s any good, and that’s only if the CGC looks at all interesting.

Pfft kazuls. Fallout 4 for life.

yis

Just rememeber that the “veteran appreciation”, the extra character slot, gets nullified if you don’t prepurchrase.

Why are this traits still here?

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Posted by: Wuselknusel.4082

Wuselknusel.4082

The thing that irks me with MDG is that other classes get synergy amongst their traits, like Warriors can increase the length of endure pain and then get an endure pain for free if they are on low health. The Ranger on the other hand has no real synergy with MDG, atleast none I can see right now.

General Dungeon Discussion Thread - Part 2

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Actually, I’m more hyped about The Crew: Wild Run, which will come out in November, than I’m currently about HoT.

General Dungeon Discussion Thread - Part 2

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Posted by: Wuselknusel.4082

Wuselknusel.4082

I preordered already, I will play HoT no matter what. But the quality and the size of HoT will determine if I buy the expansion after HoT.

RAO changed to 60 sec CD (not traited)

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Posted by: Wuselknusel.4082

Wuselknusel.4082

The thing taht puts me in a pessimistic mood is that most other professions got their mechanics enhanced. I don’t care about the numbers, but the fact that the Ranger has still wonky or useless mechanics bothers me a lot. Traps have gotten their viability reduced; yes they are stronger now, but not being able to throw them is limiting the situations you can use them. Spirits still seem to not do anything specifc or particularly good (I may be wrong here, but they don’t get me excited), and the changes shout(s) have recieved shows that ANet has literally no clue what to do with them.

The only thing that will get stronger are the weaponskills, through Remorseless and Quick Draw.

What do you like about the sword?

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Posted by: Wuselknusel.4082

Wuselknusel.4082

So I’d like to update this thread with a first version of what I have in mind when thinking about updating the sword:

Auto attack:
The AA stays the same, exept that the leaps get removed. Maybe the cripple- and might duration can be buffed to make up for the loss of the leaps.

Hornet Sting, Monarch’s Leap
These skills will change quite drastically. To start of, both leaps will now go forward. In addition, a third leap will be added, that can only be used if you hit a foe while using the previous leaps. So if you chase a foe and you hit him once, you can then use the third leap. You could also hit an ambient creature to get the third leap. All leaps should cripple for a short while. The cooldown of this skill should be slightly longer, however, the cooldown should already start ticking when the first leap is used. Also, the uptime of the following leaps should be way longer, so you don’t feel forced to use the leap eventhough there is no reason to do so.
To top this of, if a leap is used in melee range (if you would move not one bit by using this skill), the leap will go through the target and put you on the other side of your target. Furthermore, if you used the first leap of the chain to position yourself on the other side of the target, the skill resets and you can use the first leap again. So you are able to hop around your target constantly.
Obviously, the leaps would still do (way) less damage than the AA’s.

Serpent’s Strike:
This skill should either be shortened or the evade frame should be lengthened to match each other.

Pet redesign

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Posted by: Wuselknusel.4082

Wuselknusel.4082

If we now say that we want to rework the shouts into something useful and therefore scrap the old ones, Search and Rescue could become a pet specific command (F4).
One of the bears for example could get it. The way I imagine it to work would be, that if you use the bear’s F4, it toggles on and the bear searches for the next downed (or dead) player. If the bear can’t find a downed player after 10 seconds, the skill goes on halved cooldown. If he does find someone, he will start to revive this player. Furthermore, the bear could pause the revive to do other things. The toggle (F4) will remain active until the player (is either dead if ANet doesn’t want the skill to work on dead players, or until the player) is revived. That means that if an enemy wants to stomb the downed player, the bear could pause the revive to use his knockdown (F3) or his invulnerability (F2).

My gratitude and apology.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

I gladly accept any route that Arena Net wishes to take with this post. =)

They will ignore it :P

Thank You!

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Look, ANet does appreciate veteran players. Those veterans just have to vocally remind ANet that they are still here for one week.

Exclusive items should stay exclusive.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

I would agree, if all those exclusive items weren’t RNG gated when they were not exclusive.

General Dungeon Discussion Thread - Part 2

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Hehe nice, this is also my third acc on this forum

General Dungeon Discussion Thread - Part 2

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Got the feeling dlonie got banned. Almost two days now since the latest post.

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

But the point I keep on about is that removing throwing traps will not result in a change of how traps will be used. Even throwable traps could be used exactly as if they were just layed down. This change is a nerf to traps and I can’t see why they have to be nerfed.
Just compare the Ranger traps with the Dragonhunter traps. Our traps are really weak compared to the ones the DH got. We should keep an edge over the DH, by being able to throw them. Also, if we compare our changes to the treatment the Engineer got, I can’t understand why they nerf traps.

I’m not saying traps will be useless, they are not as broken as shouts. But their use will be limited.

Molten Jetpack!!!!!!!!

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Content being walled off because a person wasn’t playing or didn’t even know the game existed at the time these items were available isn’t all that nice either.

I did know that the game existed back then, and I excessively played it. I just did not get blessed by the RNG gods.

So all the “the jetpack is only for players who played back then” argumentation is nullified, given that people who played back then didn’t got it, even if they played the content.

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

No, I don’t think it adresses the issue. The Ranger traps had the advantage that most of them are on a fairly short cooldown, so you can use them multiple times during a fight. An enemy could roll out of them, but the most damage was front-loaded (which now get’s evened out) and we had a trait that applied snare on the enemy when he steps onto a trap. Ofcourse, traps were hard to land, they are no grenades which you can spam to win, you have to be precise. But you were be able to predict the enemies movement and able to react appropriately, by throwing traps in front of them. Even if you don’t want to throw your traps, you could throw them exactly at your feet, which has the same effect as just laying them down, but being able to throw them broadened the situations you could use them. An enemy is running away from you and you just can’t quite catch up? Throw a trap. An enemy is on higher terrain and you can’t get up there easily? Throw a trap. You want to quickly mine a larger area? Throw your traps. You are using trapper runes and want to get away? Throw traps sideways to get the stealth, then run over your traps so that if you become visible again, the enemy has to run past your traps first.

The new traps are stronger, yes. But they are also much harder to hit. They are harder to hit to such an extent, that you can’t afford to use more than one offensive traps, because the viability of traps is too limited. Traited survival skills are powerful in a multitude of situations, both offensively and defensively. A traited trap after the patch will only be vialbe in a few situations, which a much smaller scope.

A trap could be the most powerful thing in this game; if noone is stepping on it, it will be useless. Throwing traps makes it much more likely that your traps get activated, as opposed to laying them down.

The pet at its worst.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

I think all the pets could use a little more AI adjustment. I, for example, would like to be able to send my brown bear to a teammate and clear his conditions. Right now you can’t.

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

All I hear you saying to justfiy a nerf is that after the nerf it will fit the theme of traps better.

But ok, if that’s your opinion. Now ANet, I want you to remove targeting an enemy. Right now you just have to target an enemy and your shots will hit if you are in range and have LoS. A longbow is no lock-on device, right? It would clearly fit the theme of the longbow better if we just couldn’t target anyone. We should also be able to hurt our teammates. Because what for a weapon does only hit your foes?

We should also nerf the greatsword, it is simply unrealistic that you can block projectiles or swoop ten meters in one direction, while also evading every attack comming at us. Totally unrealistic.

Furthermore, we should nerf the axe too. It is completely unrealistic that we have so many axes we can throw, let alone that they ricochet between foes.

I could keep going for nearly everything this game is about. And the moral is: Just because you think it doesn’t fit the theme, does not mean it should be nerfed so that it fits.

The pet at its worst.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Yeah exactly. Keep talking, salty soul, I wont stop you. But let’s go back to the “it works as intended” thing you’ve mentioned. So when I target an enemy and activate my wolf’s F2, what do I expect? That my wolf starts running to the enemy and activating his F2 when he’s in range? Or that my wolf activates his F2 immediately? Both ways would be perfectly fine. But instead my wolf decided to run to me and use his fear when I am in his range. If that’s not a bug/lazy programming, then I don’t know what is.

Trapper, lets talk about that.

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

All I hear you saying is that “It doesn’t fit the theme of traps”, which is virtually the same thing as “It’s not realistic”. Traps do trap people. They trap them no matter if they were thrown or layed down. The fact that we used to be able to throw them shows that ANet hasn’t a problem either with not hitting your definition of the “trap theme”.

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

@Tragic Positive.9356

Traps should be defensive. Not offensive. And they can slap some serious a** at the moment.
Ranged AoE knockdown on 20 second cooldown that cannot be blocked? Yea, sure, I would like that too.

The kitten? Since when are traps only defensive? In what part of the history it says in middle age people and war tactics were using traps only for defensive tactics? How about hunting, triggering traps and tons of other ways to use them for.

About 2nd part, I bet you’ve heard for stun breakers ? Stability? Yes? good.

Well yes. I don’t remember a single second where traps were used for siege. Do you? But I know that traps were used to lure and capture or kill animals/enemies/trespassers etc in your or enemy territory by not moving a single finger till the trap went off. Which means ambushes. And yes, ambush is a semi-defensive tactic because you are on the defensive till the trap succeeds. You can go offensive afterwards.

Or are you trying to tell me that there was a time period in a parallel universe where people charged at enemy army throwing traps into their faces? Because that’s news to me.
I actually laughed a bit reading “triggering traps” as an argument of offensive use. Every working trap triggers. What kind of statement is that?

About the reply to the 2nd part:
Have you heard of invulnerability? Evades? Healing? Yes? Then how in the world is this argument valid? It’s the same as saying “damage is pointless because everyone can evade it and everyone can heal back up from it”.
But if this kind of passively-aggressive discussion is what people enjoy these days, I can tag along.

Oh, the “It’s not realistic” argument again?

So please tell me how warrior banners are realistic. Called in from the sky, they give you specific boons. Or how realistic the usage of greatswords are in this game. The Ranger can block arrows with his greatsword, the Warrior can whirl around like a madman or sprint like there is no tomorrow, the Guardian can pull people in.

Or tell me how realistic Eles, Necros, Mesmers or the Thief’s stealth is.

It’s not about realism, it’s about gameplay mechanic. Throwable traps offer a varied mechanic, such as reaching places you can’t go to or cutting people’s way of by throwing traps in front of them. The usual traps can only be layed down and you have to somehow manage to bait the enemy into it.

So the only playstyle left, that is not completely nerfed after this patch, is playing defensive in PvP. Playing offensive in WvW, defensive in WvW or offensive in PvP wont be possible anymore. Simply as that.

The pet at its worst.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Please just post your moments when your pet has utterly failed you.

Here is mine, this just happened. I was low on HP and out of resources. I ran away from a LB Ranger and used a corner to lose LoS. At that corner, I ordered my wolf to use his fear, so that the Ranger, when he gets around the corner, gets feared away. But instead of channeling his fear, my wolf continued to follow me. The LB Ranger got around the corner and downed me. As my pet closes up to me, it suddenly starts channeling his fear, completely useless, completely wasted. This AI is useless. Simple as that.

Trapper, lets talk about that.

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

I can’t understand in the slightest how all the nay-sayers are arguing that throwable traps would be like grenades. You can lay your traps down before a fight starts, just like you can after the update. You can do that even faster, since you can cover a bigger area when throwing the traps. Grenades explode instant, while traps remain until an enemy steps on them. Also, grenades can be thrown further. The only difference between today and tuesday is that today your traps don’t become completely and utterly useless when the enemy starts running away.

(edited by Wuselknusel.4082)

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Because of trapper rune abuse I guess. They might plan to make them PvP.

There is no trapper rune in PvP.
How about two questions that i posted, any clue?

Just to define what a trap is.
If you are putting down a trap – it needs to feel like setting one.

I personally didn’t like that traps now (before HoT changes) were literally grenade bombing abilities. It didn’t feel like a trap – it wasn’t used as a trap – it didn’t have anything in common with the term at all.

I can see some potential in them now – but mostly as a defender. That exactly is the point of trap anyways.

So you say that spoiling the viability of traps is justified, just because you feel like it’s fitting the trapper theme better?

Literally, the only downside if having throwable traps is that you need to click twice (if you haven’t disabled groundtargeting in the options) to set a trap.

The only arguments I’ve heard for not being able to throw traps are that it fits the theme of traps more.

Oh well, my only hope is that we get a trapper specialization soon that brings back a viable way of fighting with traps.

Rapid Fire a bit too Strong?

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Posted by: Wuselknusel.4082

Wuselknusel.4082

RF is a burst skill. One of 3 the Ranger has (one is on the offhand axe, so never used in PvP). These skills are stronger than other skills the Ranger has and are supposed to apply pressure. Applying pressure is very important for a power build, since that usually forces the enemy to use a defensive mechanic, like dodging, to counter the pressure. If you nerf RF and take away the pressure it provides, then the Ranger wouldn’t be able to strip the defenses from the enemy and would only be able to win a fight if the enemy makes a mistake.

(edited by Wuselknusel.4082)

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Whatever they do I just hope they’ll never make them default ground-targetable without an option to disable it. I was getting a little nervous because I thought I’d heard something like that.

The casting takes a while as it is (I sometimes jump back and find that the trap has not been placed yet), so I’ll have to see how it works after the change

If the casting time is your sole concern, then I think you have nothing to fear. If you throw the trap on your feet, then the projectile has no travel time and the throwing animation is as fast as the placing animation. If you don’t want to click twice, you can also disable ground targeting in the options.

(edited by Wuselknusel.4082)

Trapper, lets talk about that.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Just because you have a problem with hitting things, doesn’t mean everyone has.

(edited by Wuselknusel.4082)

General Dungeon Discussion Thread - Part 2

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Posted by: Wuselknusel.4082

Wuselknusel.4082

They clearly don’t want your attention dlonie, they don’t like you, accept it. :P

You probably got the dev you’ve quoted in hot water too.

Trapper, lets talk about that.

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

ANet basically made the stealth on this rune useless for Rangers. The only time you can gain stealth is when engaging an enemy and you have to use the traps you want to fight with.

Trapper, lets talk about that.

in Ranger

Posted by: Wuselknusel.4082

Wuselknusel.4082

I’ve been enjoying trapper ranger a lot, and i haven’t pay any attention on changes lately, but i did read them now, and got little confused, can some one give me some explanations:

- traps have 0.5 arming time
Does that mean ranger has to stand still for 0.5sec and place it on the ground OR does this mean when you put it on the ground they will trigger 0.5sec after you place them down.

- traps are no longer ground target-able
To me personally, throwing traps made trapper ranger unique, and elegant to play.
I’m really curious why would they remove this mechanics that made this play style unique? Just because guardian specialization got traps, and Anet team consider to remove ground targeting on ranger just because guards can’t do it? Did they really break trapper ranger just because they didn’t want to make guardian players feel bad about ranger traps ?

Currently i’m very disappointed and i’m enjoying my last days of trapper ranger. It’s braking the only good mechanics that made this class play-style unique:S I’m really disappointed about this changes.

I really hope druid would give us trap throwing back.

Why do you think trapper ground targeting was removed, and why?
AND off topics, it’s about time for DRUID spec, don’t you think guys?

Because of trapper rune abuse I guess. They might plan to make them PvP or stronghold. That’s my guess.

Trapper rune “abuse”? Lol, that’s the most ridiculous statement I’ve read for a long time.
The biggest reason for them to remove ground targeted traps is most likely the update they got and the fact that HS is a trap now too.

I’d appreciate ground targeted traps coming back, not only because the lack thereof destroys an entire build and because traps are the only “spamable” AoE Rangers got.

Dev's - Few things you missed, Thanks.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Combine the second skill and PoS to get an AoE pull.

Once again...Communication issues, guys...

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Posted by: Wuselknusel.4082

Wuselknusel.4082

I agree with the OP and I’d like to let ANet know what they could have done better is one of the recent events: The profession changes announcement.

What they should have done in my eyes is sending devs who have worked on the changes to the profession subforums, based on which professions they were working, to clear out questions and misinformation, to gather initial feedback and to discuss the impact these changes will make. That would be truly good communication and a lot of hassle could have been prevented.

Dev's - Few things you missed, Thanks.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

But you dont want to because it cancel the dmg too…

Yes, the dmg…

You know what would be good? If the skill would have 5 charges, each with individual cooldown. Each charge activates Whirling Defense for 1 second when used and you should be able to move the whole time. So you can actually use it to counter ranged enemies instead of just whilring like a madman for 5 seconds.

[Balance] What went wrong

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Oh ok. Then I just forgot.

[Balance] What went wrong

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Just for clarification: Is the piercing arrow trait for LB gone for good or am I missing something?

The GM's That Flopped: A Discussion

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Posted by: Wuselknusel.4082

Wuselknusel.4082

2. LOYF: Poison Volley is going to be quite good, and SB in general could see some play on a trapper build. while it’s nice to have all SB CD’s lowered, I still feel Quickdraw would be better. This GM is almost unpickable due to Quickdraw being so good. But on a trapper poison-stacking build that relies a lot on SB, it could work. I think in testing SB was too strong, which is why they gutted this GM. Still, I’d like to see the +10% dmg and condi duration while moving added back to make LOYF somewhat competitive with Quickdraw.

TOO STRONK (relative to others in that line)

1. Wilderness Knowledge: required for most builds. Poison Master needs to be buffed to the point that someone would be willing to forego our best condi cleanses in order to do massive poison damage.

2. Quickdraw: this is arguably in the top 5 best GM’s in the game; it’s amazing for both power and condi builds, and it gives us a lot of utility. I have a bad feeling it might get nerfed, but that would be a mistake. Instead, MDG and LOYF need to be massively buffed to make people think a little.

LOYF has the problem that the 5% increase after dodging is minimal and it requires you to dodge. I for one would relinquish the 5% and hold on to my dodges instead.

And don’t you dare complaining about your so called “too stronk” GM traits, they are the only lights in the eternal darkness of mediocrity surrounding the Ranger.