Showing Posts For garethh.3518:

This is why spvp isn't good in my opinion

in PvP

Posted by: garethh.3518

garethh.3518

That is a problem.
Games have survived with mediocre matchmaking though, IF the gameplay is genuinely enjoyable.
GW2’s isn’t.
(that’s a wee bit bigger problem)

Anyways…
I’ve always loved that quote about how ‘The masses complaining means you have a problem, but them leading you on how to fix it is just a road to more.’
Seems to be pretty true in allot of cases.
Maybe not in the case of ArenaNet since they seem plenty incompetent all on their own…

(edited by garethh.3518)

[New Idea] Dagger as New Main hand Weapon

in Ranger

Posted by: garethh.3518

garethh.3518

I really think rangers should get an attack that does more damage for every unique condition on the target. We have so many condition sources, would work brilliantly in any build.

Necro’s have one and roughly as many unique conditions they can apply.
It is a useless weapon skill.

Warrior Eviscerate

in PvP

Posted by: garethh.3518

garethh.3518

It’s the exact same thing as prepatch.

A good PvE weapon, terrible PvP.

Boon Hate / Lazy balancing

in PvP

Posted by: garethh.3518

garethh.3518

It would have been better if it was ‘Burst skills crush boons, removing one and dealing X bonus damage. Cannot occur more than once every 10 seconds per burst skill’ (to keep Sword/LB burst from becoming godmode in one fell swoop) instead of another boring % damage increase that doesn’t even really help.

They should switch it over to ‘remove a specific boon’ instead of one of any.
That and making boon hate more common would make the difference in power between boons completely acceptable.
Warriors should have a stability boon strip or ‘reduce stability duration on target’ if stability is going to be as strong as it is so a 100% counter to a number of warrior specs.

Boon Hate / Lazy balancing

in PvP

Posted by: garethh.3518

garethh.3518

Nope. Just boon hate. Kinda make sense.

With boons within themselves being so imbalanced in power, and boon hate being so spastic in nature and in ability to get it…
I don’t like it.

Stability is like three of four times stronger than any other boon you’re probably going to throw up on yourself. That or massive stacks of might…. it makes the majority of other boons (short of protection) into just cover boons…
I get the idea of a meta, but something so specialized… instead of just dealing with boons as they are… you have to have one of the few ways to cope (larcenists strike, boon rip mes; both just slauter boon power) or else boons are obscenely strong…
It’s a terrible situation.

Conditions are also in a bad place.
Few obscenely strong trait cleanses turn a good deal of them into nothing but cover for the important conditions.
The problem isn’t necessarily with cover conditions, but that in conjunction with the terribly specialized nature you need to spec to be able to deal with them.

(edited by garethh.3518)

[New Idea] Dagger as New Main hand Weapon

in Ranger

Posted by: garethh.3518

garethh.3518

I would prefer the a Ranger’s mainhand dagger to be built around critical hits (kinda like a thief), and for it to be melee only.

Power maybe, with crits as a way to get more out of power (since crit procs aren’t really all that great of a thing with the ranger trait setup in the shape it is and sigils being so mediocre now).


I definitely like a more close range dps feel to the weapon, one not feline/bird reliant, one that would make axe offhand work (with a few buffs to it) as well as dagger offhand, which is why I wrote the dagger setup I did.
The aoe whirlwind on axe offhand would proc the imob pretty frequently letting it be possible to actually land it… then with a large dps and small aoe range boost to it it’d have the potential to throw out some good aoe physical dps/control… something the ranger class has never known short of spam traps and an unreliable pet.

Or with the dagger offhand and its 6~ second cripple at 900~ range you can focus on that spammable chain and use that ability to kite/stay on a target much more, iwith the second evade it gives for some more survivability.
Then of course there is the warhorn’s swiftness/fury/might for chasing/fleeing power, more dps, and a large benefit to a pet setup.

(edited by garethh.3518)

SAtaarcoeny's balance view

in PvP

Posted by: garethh.3518

garethh.3518

but they dont read the informed forums just the joke ones.

I’m pretty sure they just don’t really know what they are doing.
If you seriosly want balance (I think there are much larger issues than that, but that’s just me) ask some state of the game esque players to ask Anet for a chart of what roles they think classes can play and what roles they want them to be able to play. To write in what specs (weapons/utilities) work towards what roles and how effective they are at them atm, what interclass synergies they like, what interclass synergies they want.


A massive question in achieving those ends, one that will take some time though, is “where do you want boons/conditions to be? Should some conditions/boons be nothing but cover conditions/boons? (that seems to be their goal atm)”
At the moment they seem to aim for a few heavy pokes at boons with general hate being minimal, it’d turn most boons into cover boons for heavy might stacks, stability and possibly protection (at least after retal turns into a much shorter duration deal). It’s the same thing with conditions (vulnerability/weakness/crip are more often just junk/cover conditions than not). There are many answers and work arounds, but first Anet needs to work out and disclose exactly what they are trying to do… ONLY THEN can the knowledgeable players pitch in how to reach those ends (instead of chucking suggestions at the dark, which will more often than not, not aline with Anets vision)

Without that I can only see them continue balancing like kittenheads.

Personally, my first goal would be on improving conquest though.
A game needs a population and the biggest deturant is the pugging setup, and within that, imo, mainly the map setup.

Something like making ‘personal points’ could help. People gain personal points over time and threw kills, gaining more points from kill (and over time?) the more they have (nothing outrageous, just up to 20-50%~ more) but can only turn them in, converting them to score, at a controlled point.
You lose most if not all on death.
It’s a bit of a leach on the MOBA sort of ‘carry’ idea, but seemingly would help shoutcasting and whatnot.

Then just something to break up the general afk-bunkering at a BO deal without causing complete zerging, and I could see PvP being much better. That or just defaulting more towards a moba and working in specific roles (a pregame screen where it shows the classes you have and what roles need to be filled)

(edited by garethh.3518)

Ranger on Spirit watch

in PvP

Posted by: garethh.3518

garethh.3518

Ranger was better even before RTL nerf…

At running the orb.
Orb running rangers just run orbs and are bad at trying to grab it.

Pre-nerf, ele’s had the benefit of having a completely useful spec allong with their orb running, one that was not just decent at a thing or two on the side, but excelled at combat, stomping and pressuring points.

(edited by garethh.3518)

[New Idea] Dagger as New Main hand Weapon

in Ranger

Posted by: garethh.3518

garethh.3518

1) Throw your dagger causing a cripple (1s) —-> Throw your dagger causing Weakness (1s) —-> Throw your Dagger Causing 2 stacks of bleeding (6s), your pets next 3 attacks cause Vulnerability

2) Strike your foe with a poisoned dagger before rolling backwards evading and gaining vigor.

3) Gain Swiftness and leap at your foe before attacking with a flurry of attacks causing up to 8 stacks of confusion (1 per hit).

When it comes to PvP…
Too many cover conditions from the spammable, you shouldn’t be applying both good bleed dmg (pretty much as good as the flanking shortbow spammable) and be throwing up pretty constant 1s cover conditions along with vulnerability… to boot on an unconditional ranged spammable…
It’d make keeping up with your condition dmg, for more than a short time, nigh impossible for anyone… on a class with an already strong condition setup… on a weapon you setup to easily have the best on weapon evade (since it creates distance AND poisons AND gives vigor).

That with a fourth strong offensive condition, confusion, thrown into the mix…
It’s just way too much for anything but constant, full condition removal (which doesn’t exist) to be able to handle… I mean, without the confusion being nothing but an utter pain to land (about 50%~ harder than a full splitblade) that ability alone is EXTREMELY strong on the ranger when it comes to PvP. Especially when its tagged on to a leap since leaps can be used to kite in dire situations and move quickly around the map…

(edited by garethh.3518)

Outrageous privacy violation.

in PvP

Posted by: garethh.3518

garethh.3518

Privacy is all subjective.
People do survive just fine in nudist colonies.

Anyways, if a build plays well for you and you love it…
What more could you want??

If you think saying ‘no one else can come by this build I love without figuring it out for themselves’ is really nothing but a terribly self minded attempt at feeling like a special snowflake, and that sort of idea is going to jive well with any sort of sympathetic somewhat rational people…

Yeah, your weird.

[New Idea] Dagger as New Main hand Weapon

in Ranger

Posted by: garethh.3518

garethh.3518

For PvP, the game needs allot more than a new weapon, a new weapon that fits a role the class already does pretty well….


If it had a 5~s CD ranged attack for the #4. Then the #5 did the same dmg, just over 1.5~seconds instead of 5.5s (notably less dmg than axe spammable)… then it’d be a good weapon and would be a big bump for build variety, notably with regards to power specced rangers.


For a dagger mainhand…
I’d do something like a dagger chained to the ranger’s wrist.

#-1 ‘slice and dice’ : 300~ range spammable.
Med dmg->Med dmg-> 1s~ of quickness.
It has a high enough skill floor and is a cool enough reward that scrubs would love it, yet it opens up a high skill cap from landing the quickness to getting the most out of it while it is up.


It is pretty easy to screw up a spammable chain, especially a short range one. It seems pretty sporadic to be able to dedicate decent chunks of time to a short range pammable chain on a ranger, without neglecting survivability, yet it gives worthwhile rewards when you do manage to pull it off. Breaking up the spammable chain can easily happen threw a lil dodging/kiting on the other side (since it is only 300 range), that or forcing you to use a weapon skill since it resets the spammable chain, like always, but in this case it would shut up the attempt at chaining quickness for dps.

#-2 ‘wear and tear’ : kinda like a signet, while off CD, every 4th Dagger/X-offhand skill hit by you imobilizes for 1/3~ second. The active has 500~ range, hits hard, dazes for 1/4 second and cripples for a time. 15s~ CD.
Rewards good aware play, the passive adds a sense of gambling to scrubs (gambling is addicting after all).


possibly a 3~s duration poison tagged on, and/or the attack does more dmg/effect while flanking.

#-3 ‘thorn in the side’ : a melee ranged stab, click again to pull yourself to the target you hit, evading attacks. 7s~ CD, 5 seconds to use the pull.
Rangers thrive on on weapon evades. It’s a bit of an innate drawback in setup to make up for the weapons other strengths.


If it misses it sets up the ‘pull point’ on the ground where the ranger is standing.

After using the melee ranged stab, either…
-the dagger periodically aoes out a good deal of dmg from the ground or target until the skill goes on CD (pet unreliant and more strategic)
-your pet intercepts a third of the dmg you take, receiving triple?, until the skill goes on CD (punishes felines, makes more defensive pets more favorable).
-if the melee stab hits an enemy the skill gives you 10~ stacks of might and fury? until you use the pull or for 5s (that’d work well with the ranger/pet boonshare)

TADA!!

A greatly entertaining power setup weapon that would innately work well with both axe and dagger, and probably warhorn (unlike anything else, hunter’s call would have to count as 1 hit when it comes to the imob proc) offhands; allong with melee/ranged offsets.

(edited by garethh.3518)

!!Urgent!! Please fix these to balance GW2!!!

in PvP

Posted by: garethh.3518

garethh.3518

Every MMO has problems with balance.
Balance is not the problem of a good MMO short of in extreme situations
(GW2 is by no means there).

The only issue with this game is kittenty kitten casual/pug based play threw bad map setup, bad matchmaking, (more often than not) mediocre weapon/utility/trait/companion design, and an in general a very very unpolished game.
Custom arena’s were supposed to be the answer to that… but like every fix Anet does… it didn’t really fix anything…

Today, Tomorrow & Down the Road

in PvP

Posted by: garethh.3518

garethh.3518

Still so many issues.
Arenanet doesn’t really seem to know what they are doing very much when it comes to balancing classes, like no quality at all, and they did conditions/boons terribly…

By clumping all conditions together into one cleansable unit by pretty much every cleanse, the necessary cleansing to deal with immobs/bleeds/burns/confuse just ransack the kitten out of anyone that at all relies on crip/vuln/weakness and turn them into at best cover conditions when it comes to usefulness…

Boons are just nigh uncounterable, which is fine… a few minor buffs you can get and throw out to allies is cool… until you take into account stability… constant retaliation (I consistently take 15-18~K dmg from a retal guardian from retaliation alone if I want to kill him with my ranger since I’m not beastmaster setup)… vigor being +100% endurance regen… a few longer duration protection buffs…
The massive power in those boons just requires your spec not to be a certain way (not rely on CC/interupts, or deal condition dmg, or not rely on multihit attacks) or have a way to quickly strip boons (not in the slightest common and makes might stacking, swiftness, regen, exc. much, much worse….)

Stability should have never been a boon with CC and rezzing what it is.
CC should have just been mainly interrupt based with the occasional 1~s hard CC, to compensate.
The downed state should have been completely reworked, more crawling around/suiciding/self rezzing based. Rezzing teammates is a bit out of hand, I’m fine with somewhat long CD skills being capable of it (probly should make the person have an anti-quickness or some other drawback for a time, like 40~% slower actions,) but rezzing to be a common deal with no drawbacks to being rezzed, happening multiple times in every group fight… that’s just stupid.
Conditions should have been split; necessary to cleanse in a timely manner conditions (bleed/burn/imob), moderately so conditions (chill/poison/confuse) and not at all necessary to cleanse conditions (weakness/vuln/crip).

(edited by garethh.3518)

Shatter counter vs rangers please?

in PvP

Posted by: garethh.3518

garethh.3518

1v1~ is their game, beastmasters give no support to team fights and have their pets utterly kitten as the numbers get at or above 2 enemies… so they have PLENTY of issues all their own.

Great 2v2 Potential

in PvP

Posted by: garethh.3518

garethh.3518

I find that 3vs3 is much more interesting and balanced when it comes to team compositions. Not to mention that this whole “arena” thing is much more interesting to watch than running across the map for node capture.

Yes.
It should have been one of their default pug PvP modes

(edited by garethh.3518)

My thoughts on GW2 as an Esports

in PvP

Posted by: garethh.3518

garethh.3518

What we need is that there is basically no useless trait ingame, and alot of these traits must be gameplay defining.
Like Grenadier defines a complete opposite playstyle from a juggernaut engi.
And all them should be viable.

IF Anet was good at balancing… having gameplay defining traits would be fine… it involves a good deal of forsight and knowledge of the game since you are balancing utilities allong with traits and weapons, in a game where specs innately need answers to conditions and CC.
But they are terrible at it…

Vigor is still a flat nigh impossible to deal with 100% endurance regen bump, and look at all the high->constant low tier vigor traits floating around in a game dominated by spike dmg…

They still have condition removals remove from any kind of condition… it makes those minor conditions like vulnerability stacks, weakness, cripple mainly just cover conditions as they are impossible to rely on since get eaten up by the mass condition removal necessary to deal with bleed/burn/poison/confuse/imob setup specs.

There is pretty commonly, at least in most classes, ONE traitline that gives wonderful better than utility cleansing threw a trait or two... and next to every top tier setup that aims at anything longer than a few seconds in the thick of combat NEEDS it.

Arenat still hasn’t dealt with conquest!!!
They have lost 90~% of their population because of their pug setup (bad matchmaking, zerging, conquest), a large deal because of this one map choice and yet Anet still feels like the game is better off with ONLY this exact same capture point scheme (staggered close/mid/far) and the problem with the map only lies with the offpoint gimmicks…
GDI.

Even their main ‘esport’ related features that were delayed a dozen times longer than they should have been are of terrible quality, mediocre at best.
I would expect as much if not more from a fresh out of college grad being paid 15$ an hour.

The MMO market was just ready to throw a massive population at these guys but they didn’t seem to notice that over their hardcore at compiling a guidebook on how best to make an MMO be massively known for just how hard it failed…

(edited by garethh.3518)

Custom Arenas have RUINED matchfinding.

in PvP

Posted by: garethh.3518

garethh.3518

The game is just drowing in issues.


So far nothing the devs has brought out has been of the vaguest form of quality.
I mained a ranger so I went threw 5~ months of bad projectile speed, an animation fix that nerfed the dmg on the mainly used weapon while longbow is STILL sitting with a FLAMING 1/2 SECOND ANIMATION GLICH, yeah the weapon attacks a half second slower than the tooltip and it pretty much destroys its dmg. To boot the #2 skill was nerfed around beta to do less dmg than the spammable can… and that still hasn’t been changed. Pets have and so far seemingly always will make rangers bad at team fights, you take an offensive pet or canine or have a useless pet… you cannot tell a pet to ‘go here’ or evade an aoe so will no matter what die in group fights… its stupid.
To fix that… Anet thought a 10% bump to pets life would help… even though that just makes them better out of team fights and exactly as mediocre in…
Then they thought “to fix spirits, out of the issues: from the 10s internal CD to the death by any sort of aoe to the bad buff range to the bad actives and mediocre at best passives… we should give them a lil more life and make one trait better by making it make spirits proc even more if you take it, so far nobody would consider using the trait because of the spirit’s crippling internal CD, but it triggering that crippling internal CD a wee bit faster for a major trait in a bad tree should be balanced… right… right???”

Then when the focus of all their time since beta came out… custom arenas… and they were just nameable SPvP servers that inevitably turned into entirely “zerg 4 GLORY”…
When they announced they were having technical difficulties trying to get a real observer mode into this game… in a game innately planned to be an Esport… with a crew who has done it all before…

Wow.

Anyways.
Off to Neverwinter for me (amazing game, they stole dodge rolling), I might occasionally check up on this game, but no hope here… they’ve crushed that to the ground.

(edited by garethh.3518)

I dislike skill queuing

in Suggestions

Posted by: garethh.3518

garethh.3518

Neverwinter took like a few of GW2’s ideas (dodge rolling/downed state).
Which is kind of comical, because they actually did them extremely well and have a much more well made game 3 days into its open beta…

Mesmer in spvp

in PvP

Posted by: garethh.3518

garethh.3518

Go play a mesmer.
You seem to think they are gods, roll one and see.

I’ve fought some of the best mesmers in this game 1v1, btw, and won.

Bug or just macro?

in PvP

Posted by: garethh.3518

garethh.3518

Problem is that i didn’t see hs too, seeing a thief leaping with hs at you leads to an automatic f4 or phase retreat…ok i was already on another guy and i missed bp shot hitting me but hs is pretty visible and i’m almost sure he was already stealthed when it landed

That’s because he probably blackpowdered at about 800 units away.
He then heartseaker’ed in the blackpowder, a hearseaker that would end about 600~ units short of you, but just before it failed to land… he used steal teleporting right up to you, landing the last quarter second of a heartseaker on your back, finishing the blackpowder combo, setting up a backstab.

It’s a dirty trick.
One that’ll only change if they make steal interrupt heartseaker or combo’s.
(not likely)

(edited by garethh.3518)

Bug or just macro?

in PvP

Posted by: garethh.3518

garethh.3518

I’ve seen good players who used that combo allot.
Haven’t seen it much lately though.

That and the basilisk venom->cluster bomb then they steal right away which sets up the normal C&D/backstab combo with just a free clusterbomb thrown into the mix.

(edited by garethh.3518)

The ranger actually can DPS

in Ranger

Posted by: garethh.3518

garethh.3518

The issue has never been that rangers lack dps. We lack burst and hard cc, which against players, means we have a hard time applying our dps.

We lack burst that doesn’t rely on a pet.
Birds and jaguar make up the vast majority of a ranger spike in TPvP.

It just means the class sucks against aoe enemies and in group fights and the class has a tendency to go bunker more than not.

10k greatsword?

in Ranger

Posted by: garethh.3518

garethh.3518

I don’t think anything a ranger can do hits for 10k. I might be mistaken, I’ve simply never seen it.

No one tries for it because thieves can pull off the same if not better numbers with backstab, or I should say, sidestab while keeping the majority of a spec open to make a more well rounded toon.

rangers, the new cantrip ele?

in PvP

Posted by: garethh.3518

garethh.3518

don’t know maybe I’m rusty but there were viable ranger builds BEFORE the buff… idk seems like everyone’s playing one atm

Read the kittening patch notes.
The buff was 10% more life on felines and a few seconds off a not too popular CD that only works with jaguar pets.

And no, rangers aren’t even CLOSE to what eles were.
Eles were an all around amazing class, rangers are still very limited to small scale skirmishing and by janky pet AI.

SOAC Revenge Tourney - Great Work!

in Ranger

Posted by: garethh.3518

garethh.3518

Apparently you don’t play high end tournaments or watch any EU teams play. All the Rangers at the highend are BM bunkers it’s ridiculous. Trap rangers are easy to kill and counter. Bunker BM rangers are ridiculous right now.

And??
I don’t see how “I don’t play high end tournaments” at all relates to any contradiction between me saying “rangers have to run stalling and/or small scale skirmishing setups which means the game is going to be ranger backcapping and necro zerging” and you saying “BM rangers are the most popular ranger spec in the (at least EU) meta right now”

Am I missing something or does that seriously make no sense???

(edited by garethh.3518)

10k greatsword?

in Ranger

Posted by: garethh.3518

garethh.3518

It wasn’t in TPvP.
Maybe in WvW by stacking all +crit dmg and power, might, the two sigs of more dmg, exc.

Not even remotely worthwhile though.

Might as well roll a glass thief.

r we esports now?

in PvP

Posted by: garethh.3518

garethh.3518

I held out faith as long as I could… sadly, like most the community, the faith is gone.

Same here…
I was actually willing to give the game a little more time if custom arenas were even mediocrely well done and the changes to spirit/pets were somewhat on track (yet they went 0 for 3).

Anyways, I had no expectations for the observer mode, I just wanted, finally, a good hotjoin setup for PvP… but it still doesn’t exist…

For christ’s sakes observer mode bled over to actually HURTING PvP as people now have to sit and afk in a game to observe… that’s by far the kittentiest ‘feature’ I have ever seen put in a PvP game.
Including beta ones.
That in a sequal to a game that has done it all… not flaming looking forward enough to realize they might need the game’s engine to be able to support observer mode?!?!

I just can’t believe that these are the same people who made GW1…
Either they got terribly lucky the first time or have to stop doing drugs.

(edited by garethh.3518)

SOAC Revenge Tourney - Great Work!

in Ranger

Posted by: garethh.3518

garethh.3518

It’s just for fun…

???
Sure.
That’s why we all play this game.

Explaining why something seems like a meh setup for a tourny in my eyes doesn’t mean that the purpose of it wasn’t to have fun… ???

(edited by garethh.3518)

SOAC Revenge Tourney - Great Work!

in Ranger

Posted by: garethh.3518

garethh.3518

So there are no Power builds or beastmaster rangers ;P

You don’t know the class well do you?
No matter how they spec, ranger’s fill roughly 1~ role in TPvP and that’s stalling and small scale skirmishing… an utterly terrible class to make a team of.

It’d just be a game of necro zerging and ranger attempted backcapping.
Don’t see anything interesting in that.

(edited by garethh.3518)

1 stack of might = advantage or disadvantage?

in Ranger

Posted by: garethh.3518

garethh.3518

So the question is not whether 1 stack of might will get you wtfpwned, but rather why should you even bother taking the WH at all out of your bag.

You aren’t specced for condition dmg.

Thieves Shorbow Autoattack = Broken now

in PvP

Posted by: garethh.3518

garethh.3518

Tell me a ranger who doesn’t use sigil of earth on SB. Auto-attacks BLEED, and it stacks FAST. The ranger’s SB shoots easily 2x as fast as a thief’s.

Yea you shouldn’t compare the thief SB to Ranger’s SB, because the Ranger’s SB is mindless auto-attacking = win.

Sigil of earth has a 2s internal CD.
The sigil isn’t a good source of dmg like it used to be.

pls don’t ever compare Thief’s short bow to ranger’s shortbow. and yea ranger is more effective @ range distance compare to thief. u know why? cuz they’re RANGERS!

Shortbow spammable hits for jack kitten at a range.
You have to pull off flanking (impossible for your playing to have anything to do with it at a 900 range) or just learn to live with your 200-300 dmg ticks…

Stop whining about arguably one of the best weapons in game. If this were a complaint about venoms or swords or ambush trap or needle trap, then maybe people wouldn’t be laughing at you.

Yes.

(edited by garethh.3518)

r we esports now?

in PvP

Posted by: garethh.3518

garethh.3518

In my opinion GW2 is a lot more interesting to watch than LoL. I dont see how LoL got so popular. Players have like 5 abilities and there’s a lot of npc farming. No thanks.

I dont know if this game will ever get into an E-sports circuit. But there’s definitely potential now for the pvp to develop a solid community and playerbase. Anet just needs to look at what becomes popular in custom arenas and build on that.

There are allot of good players and the skill cap is VERY high.
Killing npcs is more entertaining than afk’ing at a back point.

GW2’s combat, short of rezzing is allright for shout casting and whatnot.
Conquest is utter trash.

After reading dev responses on this forum I have no faith that this game will ever have a full set of proper tools required for proper viewing, a large enough population to create and sustain a league, nor a team that is willing to continue to develop new and exciting content for league play.

Welcome to the club, took you long enough…
:P

Bringing down eles more (unannounced nerf)

in PvP

Posted by: garethh.3518

garethh.3518

That is fair. From a logic point of view, though, would you agree that arcane wave should not do more damage per target than arcane blast? I think perhaps arcane blast’s damage should go UP to correct for this…what do you think?

If Anet was into fluid, frequent, logical updates…
I would still be on the fence, it is melee ranged which is a big hit against it and on a 50% longer CD. Being a blast finisher (odds say 3~% more dmg from might) is nifty, but not really all that amazing.
For the ideal fix from what I have seen, I would say keep the same pre patch net dmg between the skills, but the difference should be 20~% more dmg on arcane wave than arcane blast.

The thing is Anet isn’t really good at updates though, in any way, so a revert is easily the most likely and most well done ‘fix’ the dev teams can throw out with regards to this situation.

(edited by garethh.3518)

All this changes and warrior still sucks

in PvP

Posted by: garethh.3518

garethh.3518

Anyways, warriors don’t need to be super mobile and have lots of sustain.

Retal should have been a warrior centric boon, not guardian.
That would have helped ALLOT.

Why on earth would you buff ranger pets ?

in PvP

Posted by: garethh.3518

garethh.3518

Funny story. I was sPvPing yesterday. I was 1v2ing 2 mesmers. They burst me down pretty quickly. One mesmer leaves while the other remains to finish me off.

My dog KD’s him. Then I stop him with 2. Then I swap pet and my 2nd dog KD’s him. And suddenly, he’s down, and I’m 1-ing him to death while my dog revived me.

Ranger downed state is hilarious. I love it so much.

i think we all love it…right?

1 dodge roll or distortion shatter.
L2P.

Btw I have completely killed a thief with my pets while in the downed state.
He ran in to stomp me, I 2’ed, he shadow refuged, I used wolf fear, he came back to stomp, wolf knocked down, he went to heal, I 2’ed again and swapped to the drakehound for another knockdown… he died….
I laughed for like 5 minutes.

You can't spectate a room if it's full...

in PvP

Posted by: garethh.3518

garethh.3518

Is Anet sure that ‘where in it to win it’ or whatever jazz they have going right now should be there company motto, instead of something like….
‘One step forward, two steps back’

I mean it’s beautiful, a nice cliche people can clearly picture, to boot everyone always throws respect at industries with integrity, ones truthful to the core, exc.
It would leave no one with a hurt hope, when you come in expecting that one person’s trash which disproves the rest of this cliche… the release of something, even on the bad side of mediocre, can appear to be a treasure, if just threw comparison.

(edited by garethh.3518)

Post-patch Spirit comments

in Ranger

Posted by: garethh.3518

garethh.3518

Yeah, it really isn’t all that tough to see how to make them work….
Actually coding it might take time but what kills me is that Anet’s patches aren’t even on track to make spirits more viable in the slightest…

After 5 mins of brainstorming to make the ‘killable spirits’ work…


-new good actives, some on shorter cast times (pulsing blind, pulsing dmg, larger area chill, knockback, cleanse, exc.)
-Health regen
-Cut utility CD to 30~s. It’d be cool if they still stuck around for 1 min.
-targeted casting of where they spawn (since they are on flaming 1.5s casts)
-sig of stone sort of dmg mitigation for 2s when activating their active ability


-Spirit passives proc after so many hits
[excluding hits that aren’t on the person you have targeted, like a piercing/aoe projectile would only count as one hit at most, multiple hits on the main target is fine though like from splitblade and axe 5.]
-Spirit passives should work at half effect on anyone who isn’t the ranger (possibly a tag on to one of the traits to change that to 3/4).
-dmg reduction from some aoes (grenades, 100-blades, exc.)
-reduced condition durations on them (roughly 1/2 poison/burn duration, 3/4 bleed)
-The health regen should be a: stacking ‘gain 150~ life/sec’ buff that lasts 6~s and reapplies every 2~ secs the spirit isn’t hit by a (non-ground targeted dmg pulsing) attack. Starts out at max stacks. Gives the guy some survivability against the wear and tear of fights, but lets anyone who gives it the time of day to kill it.


-Toss the trait that makes spirits fallow you, instead let it teleport the spirit ‘on active’ to a targeted area within 600~ range. It will teleport the spirit on the last 1/4 second of the active’s cast time.
-The increased proc trait should be reworked to cause the spirit passive to proc on the first hit after summoning the guy or getting in combat, it should also lower the internal CD by 30~%
-Cut the ‘100% vitality’ to 30~% and combine it with the ‘increase active effect radius (bugged so does literally nothing atm) and they trigger active on death’.


Fire cause weakness for 3s~ and 15~ stacks of vulnerability for 2s~, procs after 5~ hits (4s~ internal CD)
Earth cause protection for 5~s, procs after 8~ hits, (12s~ internal CD).
Storm cause a lightning strike and possibly grants fury, procs after 5~ hits (8s~ internal CD).
Frost is up in the air, but off the top of my head it can…. remove 1 condition and chill for 2s~, procs after 7~ hits (6s~ internal CD)
That along with a lil showy UI buff that ticks away hits->proc…

Then vuala, well made, decent and entertaining spirits…
Spirits that work better with traits yet are perfectly viable without

It doesn’t take flaming 8 months to come up with that.
kitten Anet…

(edited by garethh.3518)

Feedback on Ranger Changes

in Ranger

Posted by: garethh.3518

garethh.3518

Are you sure about the range?

They might have ninja nerfed it or just had a smaller radius for allies.
I tested it with myself a month~ back.
Ended up with roughly a 900 radius.

Bringing down eles more (unannounced nerf)

in PvP

Posted by: garethh.3518

garethh.3518

Their auto attack takes no resource…and right now you can literally step 2cm away and miss the shots. It’s a joke.

Rangers have been dealing with that since beta.

Anyways, when it comes to eles…

Fine. I agree that it was bad for it to be undocumented, as I did in the first post.

You don’t make build diversity by nerfing skills people don’t use much.
Throwing two utility slots in the squishiest class away for a 1.6~k or so instant dmg spike (if you stack allot of power and a good deal of might) was nothing OP in the slightest. You couldn’t take cantrips so had an innately very frail class when pinned down. Now you can give up the still pretty solid cantrip survivability for a free auto attack or 2 worth of dmg…

Straight up halving a rarely used skill’s dmg is kitten
You have to see that at least.

Good change that is..Arcanes need to do much lower damage BUT also have their cd lowered a lot so they can be used for their utility they bring.Spam them for damage has never or will ever be fun for me.
Besides is instant..instant skills never took much of skill to pull of..

Taking arcane skills made the rest of the class take ALLOT more skill to pull off.
You give up the massive cantrip crutch for a shot at bigger spike every 20-30s so have to play a dozen times more carefully and pointedly with your dps and attunement swapping.

(edited by garethh.3518)

You can't spectate a room if it's full...

in PvP

Posted by: garethh.3518

garethh.3518

I feel that the spectator slots are more for shoutcasters during player run tourneys or for teammates/guildmates during scrimmage games. They probably dont want the spectator mode to take the place of sites like Twitch because it’s important to promote a community/fanbase outside of the game too.

People watch dota 2 on twitch and whatnot AAAALLLL the time.
But they also have constantly running matches with 100+ people spectating them.

I mean, it could just be that they also have a working game…

(edited by garethh.3518)

1 stack of might = advantage or disadvantage?

in Ranger

Posted by: garethh.3518

garethh.3518

The warrior trait isn’t good boon hate.

It’s basically like any other 5-10% dmg buff, just more likely to be at its best when the target has protection/vigor up (so be at its least effective).

Feedback on Ranger Changes

in Ranger

Posted by: garethh.3518

garethh.3518

A lot of people are suggesting spirits, but don’t realize how short their range is. Spirit buff range is about 400 or the size of an average aoe. So if you want them to help your group, you need to have them right in the middle of the fight, where they will still probably die within a few seconds even with the HP buff.

Its 900 and if you walk at all within that range it puts a 6s buff on you saying you get the chance to proc perks.
The active’s tend to have 300~ range.
(maybe 500~ on the elite)

Rangers - New fotm

in PvP

Posted by: garethh.3518

garethh.3518

  • lots of single target CC on short CD.
  • Also, seem quickness on pet swamp allows for some quick and dirty resses too.
  • and have prob the best Self-Ress mechanic in game.

There is 2-5 CCs on a ranger, but the less interrupt focused CC’s are done by the pet and only good against people who don’t keep an eye on the pet, the animations are obvious on 40+s CDs, kind of random and lethargic.
The quickness is only half what it used to be, that 2s of quickness trait used to be great, now its mediocre.

The spirit of nature is a complete skillshot, you have to time your death to within 1.5~s while staying within 500~ range of the spirit without, intentional or not, aoes blowing it up… you can’t activate spirit of nature while downed.
It makes fighting good thieves next to impossible with it, they will either just blow threw the things 15~k life 0 toughness with a backstab and a few auto attacks before blackpowdering back into stealth, or just knock out the rest of your healthbar instantly with a backstab->steal.
(pressing the button isn’t enough you have to click and lift your finger from the key or it won’t trigger, which makes a 1/3~s requirement to activate)

It’s a decently balanced FOUR MINUTE CD elite skill.

Very few if any rangers intentionally send only their pets to other points to help a fight. It’s a 1.5~k range on the ‘attack this guy’ command with a longer range leash. For the most part it is just people who forget their pet and it wanders around aimlessly attacking the same guy as he wanders the map.

Rangers, the new d/d eles. Better bunkering, better heals, 100% uptime protection and never endless dodges. Huge damage with bunker spec. GG

which now drop to my boon stealing venom share theif

Scrubs will be scrubs.
Ele’s were OP if not strong in every way.
Rangers can only skirmish well.

A massive difference when it comes to tournaments.

(edited by garethh.3518)

Why on earth would you buff ranger pets ?

in PvP

Posted by: garethh.3518

garethh.3518

They didn’t nerf Eles too badly, they can still remove a lot of conditions in a quick burst. Just not as much as or as often as before.

This wasn’t a class breaking nerf by any means.
Eles are still alive and kicking, the only burst of condition removal left is the fire cantrip, cover conditions can kitten the kitten out of eles that don’t take that cantrip now. Anyways Anet made a bad nerf with no compensation to eles to make anything else even slightly viable.

Rangers - New fotm

in PvP

Posted by: garethh.3518

garethh.3518

enjoy being the new God

At their prime, eles could heal an ally for 20~k in a few seconds and rez people on a 4~s cast even from being dead. They have stability for rez/stomps, protection, blinks, unstoppable escapes, might stacking, 3~ good hard CCs, chills, imobs, exc. and none of that requires a badly AI’ed, killable pet.

Rangers have a pretty good solo skirmishing setup but kittenty kitten team fighting.

It’s a drastically large difference between where the two are/were.

(edited by garethh.3518)

Why on earth would you buff ranger pets ?

in PvP

Posted by: garethh.3518

garethh.3518

Awhy the buff on pets?!?!

Because someone still managed to kill pets…
…But we all know…anet used to do 1 thing right (Ele nerf in this case)…

Felines got a 10% bump in life.
That’s literally it short of Sick ‘em getting a shorter CD
(pets can’t use F2 or switch targets or anything after you click Sick ’em or it cancels the pet dmg/speed buffs)

No AI buffs.
No more viable pets.

It’s the same game, just with nerfed eles.
And the ele nerf was a terrible way to go about it.
Plain and simple.
Hidden internal CDs are bad.
Nerfing cantrips by nerfing eles is bad.
Ruining the only good source of cleansing a class had without any sort of compensation, the class with the lowest hp in a condition dominated meta, is bad…

I main a condition ranger.

Anet seemingly has no idea what they are doing.
They seem to just be going to town just wack-a-moling anything they view as too good. Leaving classes as patchworks of bad utilities, niche balancing and hidden CDs.

(edited by garethh.3518)

Rangers - New fotm

in PvP

Posted by: garethh.3518

garethh.3518

Rangers can skirmish or do small fights well.
As they get larger the class gets worse at a depressingly fast rate.

Unlike HgH engis.
Unlike eles.
Unlike mesmers.

Compassionate Banner skill? is this a joke?

in PvP

Posted by: garethh.3518

garethh.3518

4k healing to potentially 5 players = 20k HP healing.

Ele’s could literally full life heal someone else (20k HEALING TO 1 ALLY) a few months ago.
D/D eles can still heal for more than 4k aoe just from water attunement and dodge rolls.
Having a bunker warrior…
we are talking about a warrior…
Be able to aoe heal for 4k from an otherwise bad? utility is nothing OP in the slightest.

In PvP I would still call that subpar.

Spirit Suggestion

in Ranger

Posted by: garethh.3518

garethh.3518

Spirits need new good actives along with good aoe dmg reduction, 10~k life base, 250~ life per second regen, 2s of endure pain/sig of stone while using the active skill and targeted casting of where they spawn (since they are on flaming 1.5s casts). Toss the trait that makes spirits fallow you, instead let it make the actives ground targeted within a 600~ radius of the guy. Spirit passives probably should work at half effect on anyone who isn’t the ranger (possibly a trait to change that to 3/4). Make spirit passives proc after so many hits excluding only hits on a secondary/tertiary/exc. target with the same attack, multiple hits on the same target is fine, (6~ is roughly a good number), the internal CD should be dropped to roughly 6~ seconds, those two numbers should differ a bit per spirit. The increased proc trait should be reworked to cause the spirit passive to proc on the first hit after summoning the guy and getting in combat, it should also lower the internal CD by 30~% (so high hit/sec builds can work well with spirits, the downside of course is that you actually have to keep landing your blows to keep the spirit procs rolling in). Cut the ‘double vitality’ to 30~% and combine it with the ‘increase active effect radius (that part literally doesn’t do anything to any spirit) and they trigger active on death’.
The passives should be something like, for the fire… weakness for 3~s and 15 stacks of vulnerability for 2~s on a 5~s internal CD and triggering after 5~ hits while the internal CD is down. Only 7 stacks of vulnerability for 2s for anyone who isn’t the ranger and 1.5s of weakness.
That along with a lil showy UI buff that ticks away hits/proc…
Vuala, decent and entertaining spirits…

Anyways, odds say with what Anet does they will be glass pug passive buff bots never seriously worth a utility slot because of the trait requirements and mediocre survivability/active/passives even then.

(edited by garethh.3518)

Feedback on Ranger Changes

in Ranger

Posted by: garethh.3518

garethh.3518


With 5 mins of brainstorming

To just start off, to make the ‘killable spirits’ work…


-new good actives (pulsing blind, pulsing dmg, larger area chill, knockback, cleanse,exc.)
-good aoe dmg reduction
-10~k vitality base, 300~ life/sec, reduced condition durations on it (roughly 1/2 poison/burn, 3/4 bleed).
-sig of stone for 2s when activating their active ability
-targeted casting of where they spawn (since they are on flaming 1.5s casts).


-Spirit passives proc after so many hits excluding only hits on a secondary/tertiary/exc. target with the same attack, multiple hits on the same target is fine.
-Spirit passives should work at half effect on anyone who isn’t the ranger (possibly a trait to change that to 3/4).
-Cut down a few active cast times on the utility spirits to 1/2->3/4 seconds.


-Toss the trait that makes spirits fallow you, instead let it teleport the spirit ‘on active’ to a targeted area within 600~ range. It will teleport the spirit on the last 1/4 second of the active’s cast time.
-The increased proc trait should be reworked to cause the spirit passive to proc on the first hit after summoning the guy or getting in combat, it should also lower the internal CD by 30~%
-Cut the ‘100% vitality’ to 30~% and combine it with the ‘increase active effect radius (bugged so does literally nothing atm) and they trigger active on death’.


Fire cause weakness for 3s~ and 15~ stacks of vulnerability for 2s~, procs after 5~ hits (4s~ internal CD)
Earth cause protection for 5~s, procs after 8~ hits, (12s~ internal CD).
Storm cause a lightning strike which also blinds, procs after 5~ hits (8s~ internal CD).
Frost is up in the air, but off the top of my head it can…. remove 1 condition and chill for 2s~, procs after 7~ hits (6s~ internal CD)
That along with a lil showy UI buff that ticks away hits->proc…

Then vuala, well made, decent and entertaining spirits…
Spirits that work better with traits yet are perfectly viable without

It doesn’t take flaming 8 months to come up with that.
That’s partly why I have no will to log into the game anymore…

Honestly the changes are very good. In fact, much better than anticpiated.

I can sorta see how some of you are upset, but these buffs were certainly a lot better than almost every other profession.

If you guys keep complaining that the buffs are not good then don’t go crying when Rangers barely get any buffs going forward.

At least give Anet the credit they deserve for doing several good things for the Ranger.

No one will stick with this game, at very least for PvP, threw the year without massive changes…
So the ball is in their court.

And just because they buffed stuff, doesn’t mean that the buffs were on track to fixing things. Just because all the ‘fixes’ before this were worse doesn’t mean this is good by any means but comparison.
It’s nice to know that they realize what isn’t working (spirits, pet survivablity), but its depressing when you see that the buffs they threw out aren’t actually at all even on track to fix the blaring problems… no raw buff to pet vit/toughness will be balanced, pets need a way to avoid aoes.
Buffs to spirit life and proc chance trait are kitten
Everything is on a crippling 10s internal CD…. there are kittening MINOR trait slots that PASSIVELY give more dmg than a TRAITED storm spirit… and don’t bring up ‘but it might be mildly better than, even though it is as boring as, a personal passive trait in a group fight’… sure if it was a banner it might possibly make its way into WvW and a few dungoens… but it can die, and does… allot.

(edited by garethh.3518)