(edited by Zorpi.5904)
Showing Posts For Zorpi.5904:
Suggested Proposal Format:
Specific Game Mode
PvX.
Proposal Overview:
New pet type for buffing ranger.
Goal of Proposal:
Give option to thous ranger that doesn’t want use pet.
Proposal Functionality:
Make new or rework some of old pet classes to total support pets, which only purpose is give buffs on other effects to ranger and (s)hes attacks. In fight these pets stay close to ranger and only start dealing damage when enemy comes to melee range.
Example:
Firefly(Offensive supporter)
Skill1: Adds 1 sec burn on every ranger attack.
Skill2(F2): Add blind near by enemies(600 range).
Sklill3: When enemy come in range pet start pulse something like flame blast every 6 sec.
Skill4: Pet add Burning retreat type of effect on our dodges.
Associated Risks:
May not work very well with some of ranger utilities and weapon skills that effect on pet.
Specific Game Mode
PvX
Proposal Overview
New skills on longbow.
Goal of Proposal
Improve longbows bad skill set and add some nature aspects on it.
Proposal Functionality
-Remove rapid fire and replace it with Hunter shot, which does high dmg and add thous vulnerability stacks.
-Move Point blank shot to n.3 skill.
-New skill which shot 5-7 arrow in spread pattern each of these arrows do low dmg but immobilize targets for short duration with visual effect like Entangle etc.
-Remove Barrage and replace it with new aoe skill. In this new skill ranger shot bee nest on tip of his arrow on enemy and cause blast dmg+fear around target.
Associated Risks
-Dmg numbers and effect duration’s.
-Recharge.
-Other effects.
Specific Game Mode
WvW (the mode I play most but would affect other modes)Proposal Overview
A new Swarm/Insect family of pets that functions like a living aura (something like Locust Swarm) that can surround the player defensively or be sent with F2 to deal damage over time to a target.Goal of Proposal
To create a compromise pet family which serves the same purpose of a pet without actually being an autonomous, named physical entity. Hopefully this could be an acceptable compromise for the people who don’t want a pet. Offer a nature-themed pet-aura that could be reliably useful in extreme situations where regular pets have difficulties.Proposal Functionality
Unlike normal pets, these pets would be summoned into existence with the F2 skill. They would deteriorate over time and then dissipate. They could not be targeted or killed.F2 Summon Hornets -> Hornet Swarm -> Recall
Summon Hornets: Summon a swarm of hornets to absorb 10% incoming damage and torment nearby foes.
Hornet Swarm: Send your swarm to furiously attack, damaging and tormenting your foe.
Recall: Your pet returns to you.F2 Summon Monarchs -> Dazzling Flight -> Recall
Summon Monarchs: Summon a flight of monarchs to convert incoming conditions into boons (5% chance) and confuse nearby foes.
Dazzling Flight: Send a flight of butterflies to confuse your target.
Recall: Your pet returns to you.Associated Risks
Tons of unanswered function questions.
- What should the uptime be on a swarm?
- Should there be a way for the target to remove the swarm like removing other PvE on your face effects?
- Should the swarm’s health deteriorate at the same rate while defending and attacking or should attacking drain faster?
- What other effects/skills might swarms share?
- What complications arise from not being a technical entity? Interactions with skills/traits. Not having a cute name. What else?
- When not summoned they could be considered perma-stowed. What issues would this cause in the game and in the community? Should the swarm be summoned automatically when hit?
Technical issues galore. It is still a nature aspect which some of the “archer not druid” players might still object to. Multiple rangers using swarms on the same target (particle overloading). Confusion because of control/behavior differences with traditional pets.
This sounds quite good idea that can work and make people that ask aspects added happy. But unlike your suggestion i think these pets should be something that doesn’t do direct damage and cant be really used for attacking. Instead they purpose is support ranger by they skills. one of these pets might be able add different conditions on ranger attacks while other one help ranger survive by extra healing, condition removal and damage mitigation and one can be rangers own little buffing machine with abilities to give ranger might, fury, etc. Maybe F2 skill can be only skill on these pets kitten nal that do damage on enemy targets in certain area from ranger.
(edited by Zorpi.5904)
i cant understand why People like to permastow the pet with no buff.
Okay i am against the idea of permastow for a dmg buff, then no one would like to use his pet because that buff would be probably too strong and most rangers will only run the “Aura” of one pet because its the strongest.
But i can understand when they dont like to fight with the pet but kitten it then let the pet on passive what is the Problem?
A permastow is a nerf for themselfes, EB cant Trigger, random benefits like a knockdown and conditions on foe are gone. Even when the pet is on passive Body blocking of projectiles are a nice benefit
I think some ranger here are overdramatic.
Well in most case 30-40% more damage on all your attacks is much better than random knock back or condition. It would be totally different thing if we can trust pet to do its job .
Game mode:
PvX
Proposal overview:
Improve some of ranger traits to same lvl with other classes.
Proposal functionality:
Marksmanship:
Minor:
Opening Strike: This should give opening strike to ranger and (s)hes pet.
Alpha Training: Opening strike cant be blocked.
Precise Strike: this trait should be removed and replaced with Remorseless with out stealth part.
Major:
Malicious Training: Drop effect on 25% and make it effect on pet and ranger.
Keen Edge: Improve sharpening stone to cause torment or bleed and cripple and this trait is fine.
Signet Mastery: Move to Skirmishing.
Predator’s Instinct: Add weakness with cripple.
Piercing Arrows: Merge with Quick Draw in Skirmishing tree.
Beastmaster’s Might: Move to Skirmishing.
Signet of the Beastmaster: Signets should effect both ranger and pet by default so make this improve passive effects by 20% and move to Skirmishing.
Skirmishing:
Minor:
Tail Wind: Fix bug so boon duration can effect on this.
Furious Grip: Fix bug so boon duration can effect on this.
Hunter’s Tactics: Replace with something like Fast Hands.
Major:
Pet’s Prowess: Lower effect by 50% and make it effect on ranger as well.
Sharpened Edges: Double duration.
Trapper’s Defense: Move to Marksmanship.
Companion’s Might: Might to ranger+pet and 5 ally.
Agility Training: +25% movement speed to ranger and pet when pet is alive.
Carnivorous Appetite: Heals ranger by 150 if pet crit and pet by 150 if ranger crit.
Trapper’s Expertise: Increase range to 900.
Trapper’s Expertise: Move to Marksmanship.
Honed Axes: Make this also reduce main hand axe skills recharge 20%.
Quick Draw: Merge with Piercing Arrows.
Trap Potency: Move to Marksmanship.
Wilderness Survival:
Minor:
Peak Strength: Remove current effect and make it remove conditions on crit.
Major:
Expertise Training: Lower effect to 150 and make this party buff like spotter.
Nature Magic:
Minor:
Fortifying Bond: Ranger boons should be shared with pet by default so this skill should be removed and replaced by something like 5% less damage while you have a boon.
Major:
Concentration Training: Reduce effect by 50% and make it effect on ranger as well Or keep as it is and move to Beastmastery.
Vigorous Spirits: Remove spirit health bar and make this trait reduce they recharge time by 20%.
Evasive Purity: Replace blind with bleed.
Beastmastery:
Major:
Shout Mastery: Move to Nature Magic.
Compassion Training: Make this same kind of skill as Spotter.
Intimidation Training: Current effect doesn’t really work with thous pets so instead of adding condition to enemies why not buff to allies.
Zephyr’s Speed: It takes at least 2-3.sec from pet to start do any thing after swapping witch make this horrible skill so remove this or improve duration.
Risks: Sure some of these changes might fell to strong specially when combined with each other, but in other hand most of them have equivalent on some other class in some form, so no risk really if you want get this class on bar with others.
Game mode:
PvX
Proposal overview:
Move traps traits from skirmishing tree to marksmanship tree and signets from marksman to skirmishing.
Proposal functionality:
As some people have say traps don’t get much from precision/crit dmg so why not to move them to marksman tree (power/con duration) witch is much more beneficial to them and to keep things balance move signet traits to skirmishing. This will also add some nice traits on skirmishing, witch don’t have any special traits at the moment if player don’t want use traps or invest on pet. This switch most likely open up some nice new builds also.
Risks: None really.
Back to trap discussion what you guys think if trap traits get moved to marksmanship tree instead of wilderness survival and as balancing act skirmish tree get signet traits? Once again this is just one thing that popped in my mind when i was trying design new build. But anyway i think this will open up new build possibilities and is less harmfull than moving traps to wilderness.
Specific Game Mode
PvX
Proposal Overview
Switching spirits to new class mechanic.
Goal of Proposal
Give rangers more easy access to group buffs, open up build diversity and getting rid of forced pet.
Proposal Functionality
So simple switch spirits to be ranger new class mechanic and make pets minions like guardians spirit weapons and necros minions. This way thous wishing to be BM can still do that and might be even stronger than at the moment, but thous that don’t want relay on pet to deal part of they damage don’t have to. Ranger all so get better access to abilities to buff party and still build in things like signets, survival skills and traps. This system would be still matching whit class description and devs vision of the class, as ranger would still have full traitline for pets only. Switch like this would still keep ranger class mechanic unique.
Associated Risks
Three pet might be op, but they damage can be tuned down. Might need some minor changes on spirit so they would be at level whit other class mechanics. Sure change like this all so cause changes in builds class use and some people might not be really happy not having pet as class mechanic, but i think majority would be happy.
Not very polished idea but just something that poped on my head.
(edited by Zorpi.5904)
We have also been discussing this internally and agree that it is awkward to be forced to take a trait in order to receive the active effects of signets. Obviously some balance work would need to be done on the signets as well as redesigning the trait. Definitely a good idea and something we are thinking about. =)
It is great thing get at least some feedback from devs and have small hints of what kind of changes we might see in future, but changes on signets and shouts wont help much if nothing is done to pet. So it would be nice to hear what kind of changes you can and are ready to do. Aspect suggestion was shot down as to time consuming and not fitting on class design. You have all so say or at least let us understand that ranger pets are somehow tied to they mob version and much cant be done to improve because of that, witch most likely means none of the suggestions in this topic is useful unless you want make mobs harder all so. So to help you it would be nice here more of limitations of pet design and what changes you have already decide to do.
Something to get the thread going back to positive!
What do you like about rangers? What makes you come back to it? In which situations do you choose it over another profession? What would you not want to see changed?
(Edit: Reason for these questions is that we know what we want changed, but it’s interesting and might be useful for devs to know what shouldn’t change / what makes the class unique from the players’ point of view)I like the reactive gameplay, that weapons have built in defense/offense on demand, that in PvE, I can switch aggro with the pet, in WvW, that I can take camps and towers alone, I like my water fields and my control in zergs, and the support I can give when the spirits and the pet don’t die… I like to stop thieves from stelthing, particularly when we swipe a structure.
I like the defensive/offensive on-demand abilities (SB#3, GS#4)…
Trolling elitist wvw players on SFR and some times its fun play on hard difficulty setting.
- Moving the Shouts into the Game mechanics of F1-4
- Active/Passive Symbiosis Skills between you and your Pet/ Symbiotic Pet Evolution
- Pet Combo Attacks
After little thinking i got to say i like that idea of removing current pet controls and moving shouts on they place as new command mechanism. Sure that might lesser our control from pet actions to same level with other minions, but in other hand we don’t have much more anyway and this system can be worked to something like that aspect system we have talked. Like if ranger set pet on aggressive sic’em stance pet charge in when battle start and provide swiftness and fury type effect both it self and ranger. If we keep it as save and rescue stance pet might provide something like regeneration and go use lick wound on downed allies automatically. Protect me could be defensive stance in witch pet stay whit us and only attack when some one come on melee distance, in this stance ranger get something like protection and part of damage (s)he receive is moved to pet. Guard could be something like debuffing stance where it provide things like cripple, freez, vulnerability or weakness for thous opponents that comes to close.
(edited by Zorpi.5904)
You need to consider just how powerful the actives of some of our signets are to start out, which is why we have to take a grandmaster trait just for them to work on us.
For example, if Signet of Stone were to be untraited, it gives us 6 seconds of taking no physical damage, us and our pets. (Its automatically better than Endure pain because of that, which gives the warrior, 4 seconds, even though endure pain is a stunbreaker and our cooldown is longer).
Also, Signet of the Wild gives us 8 seconds of stability, and +25% damage. What equal skill does that without traits?
Well that is one of our best signets when traited even though its passive heal is low, but still its not rely op as you make it sound. Compare that effect on signet of judgement, dolyak signet, assassin signet and signet of spite. Sure our signet might be bit better but thous classes don’t have pet tailing them and don’t have use 30 to get that effect. If ranger signets are to powerfull to pet and ranger get active effect from them without 30 point investment then thous active effect should effect us without traiting and pet after we use thous 30 point.
Yes, like I said about the sustained vs burst, it’s not necessarily fully functional in the game. This is one of those things that we would have to balance with bringing other classes down a bit as far as damage output. Burst damage needs to have risk involved, and we know that right now many classes don’t have that associated risk.
Well I can say that I speak for everyone here and must say I hope you are taking into account Condi Burst in these talks
As for crit burst classes not having enough risk associated with them….which classes are we talking about here?
Well at least warrior, guardian, thief, mesmer and ele
I realize that many classes have high burst right now, but our intent is to limit power creep as much as possible. Just because the Ranger’s damage is more spread out, doesn’t mean it does less damage than the burst of other classes. Does that make sense?
For example: One class could, in the span of 30 seconds, do 15k damage in say 5-10 seconds, but then their burst skills go on cooldown so they have to wait out the rest of the time before they can try again. A sustained class should be able to do that same amount of damage in that same amount of time, but the damage is more spread out (hence sustained). This can be better in certain situations, and allows for the sustained class to fill a hole in a team comp.
I’m not saying this is a perfect system or that it’s even fully functional in the game, I’m just trying to explain why doing burst shouldn’t necessarily be better than doing sustained damage. It depends on the situation.
We also know that some classes right now are better at burst than others, and those are things that we look to address in balance patches so there isn’t a surplus of any one class.
Don’t want to sound rude but what were you thinking when you choose pair sustained damage and ai controlled pet in same class? You should have make warrior and guardian sustained damage class as they have much more survivability than us and don’t have rely pet do big part of they damage. There wont be easy way fix ranger class if you want keep thous things together, because that mean you really need ’’fix’’ pet and add us more abilities to survive in fight so we have time to do that damage. But anyhow good luck and have fun cleaning up this mess:P
Specific Game Mode
PvX
Proposal Overview
Improve ranger weapon skills to same level with other classes.
Goal of Proposal
When playing my ranger i have find many of my weapon skills drop short when compared to other classes similar weapons and they skills. This include damage output and secondary effects.
Proposal Functionality
-Greatsword is one of rangers best weapons, but it still drop short when compared to warriors and guardians greatsword. Both of them gs auto-attack does 50% more dmg every swing and same thing keeps going on every skill, why only really necessary improvement this weapon need is damage buff. Minor improvement that would be nice is have small leap on hilt bash so it would have better change to hit on moving target, because even thought it has 300 range i have notice it tend to miss quite often.
-Sword has decent damage after pet is included in calculation, why its only problem is thous leaps on auto-attack and nom.2 skill witch should works as charge and retreat not other way around.
-Shortbow need its flanking requirement removed from auto-attacks bleed apply, to balance this it would be fair decrease attack speed to be same at level with thief vital shot. Other thing is increase range we jump back at quick shot, so we get little more room to breath.
-Longbow feels to me real mess, because its feels like burst weapon, but dose’t really have have burst or skills keep distance. What i like to be changed is rapid shots cast time reduced to 2,5-3sec from 4,5sec. Hunter’s shot is other thing that bugs me, because its dose’t live up its name and stealth from hit dose’t really help. Something like pin down from warriors long bow or frost fan from elementalist ice bow would be much more useful. Barrage feels little odd in single target heavy damage weapon, but that is just my option.
-Axe is this supposed to be condition or power weapon? When i look at main and of hand skills i think this should be power weapon, but then i start wonder what splitblade does there whit its bleeds. Personally i thing thous bleed should be removed and something like vulnerability added instead with some more damage. It would be nice to be able to move during whirling defense but in other hand it has already so much stuff in it that something needs to go and my suggestion is vulnerability stacks removed and ability to move added. It would also nice have small buff on ricochet damage or attack-speed so it would be more useful when there is only one target.
-Warhorn have bit to long cooldowns and hunter’s call should get some love, because its have low dmg and no secondary effect. Small aoe damage around target or weakness stacking would be nice adding.
Associated Risks
Well if pet suddenly start to do its job then some of our weapons don’t need that much damage buff, but until that happen no risk that i can get in my mind and even if pet get improved enough to be useful even then ranger weapons need some improvement.
(edited by Zorpi.5904)
Specific Game Mode
PvX.
Proposal Overview
Utility improvement.
Goal of Proposal
At the moment most of ranger utility skills need 30p investment to be useful or are other ways weaker than similar skills.
Proposal Functionality
-Signets should give they active effects to ranger and pet without 30p gm trait. Some of them should also get small improvement on they active or passive effect, like signet of renewal active should not pull conditions to pet and signet of the wild need small buff on its passive effect.
-Shouts should be directed for group play like guardians and warriors shouts, but they should give things like quickness from sic’em for us and 5 allies, revive 5 downed allies all at search and rescue, protect me remove boons and conditions and group stealth from guard.
-Traps are closest thin of AoE option we have, so they should use ground targeting and have 900 range without any traits.
-Spirit need they hp bar and activation time removed like many person here have say, small tweak on passive effect icd and active effect cast time.
-Survival skills need mostly bug fix like quickening zephyr(doesn’t seems to effect on all weapons and skills), sharpening stone should prog torment instead of bleed. Muddy terrain should cause longer immobilized or pulse it instead of cripple. Remove damage from lightning reflexes and make it remove conditions. Entangle need hp improvement on its vines hp, so it would not be so easy to escape from it.
Associated Risks
Mesmers might fell they spot threaten by some of thous shouts.
Specific Game Mode
PvX.
Proposal Overview
Pet improvement.
Goal of Proposal
Make pet more reliable partner.
Proposal Functionality
- Increase mele pets skill range to 240 like mesmers moe which seams to make they hit much more reliable and try add cleave effect on some of mele pet skills.
-Increase pet hp at WvW to same level whit PvE.
-Small speed buff to pet.
-Decrease activation time of F2 ability and make it overdrive every thing pet was doing, so we get that effect right a way when we need it.
-Remove death penalty or at least decrease it by 50%.
-Try add some kind of dodge mechanism to pet witch move them away from aoe fields or make it invulnerable when we call it back to us, so player can actively protect pet from damage.
-If these proposals make pet op decrease they damage.
Associated Risks
(edited by Zorpi.5904)
Well personally i think only thing Anet needs to do is tweak pet swap time. 15sec and 1min are just too mutch, someting like 5sec and 15sec shud be fair. Of course litle more thougtnes and vitality would help also.
Have you tested this with Fortifying Bond?