Showing Posts For irrimn.3192:

Petition: L.Bow+S.Bow to pierce by default

in Ranger

Posted by: irrimn.3192

irrimn.3192

I don’t really mind the fact that I have to trait into piercing arrows since that means if I didn’t want them to, I could just swap the trait out. I DO think that LB should be 1500 range BY DEAFULT because LONGBOW (LONG. BOW.) shoots the same range as SHORTBOW (SHORT. BOW.) which is obviously wonky due to the fact that irl a longbow shoots farther and with more force. Why do they shoot the same distance unless traited? That doesn’t make sense. Second off, longbow’s damage takes a HUGE hit if you’re too close to your enemy, making the longbow nearly useless in most situations anyways! —which by the way makes ZERO sense since in real life, a bow would do MORE damage the CLOSER you got, NOT the other way around. So, if they wanted to FIX the longbow, make it have 1500 range by default, piece targets without being traited, and flip the damage scale so farther away does less damage, and close does more damage. In this way, it’d be a risk/reward scenario about if you want to be farther and do less damage by be safer, or get closer and do more damage but potentially take more damage as a result.

Overall though, I have to agree. This would massively increase the viability of rangers as a class!

just a thought on ranged pets/main flaw

in Ranger

Posted by: irrimn.3192

irrimn.3192

I think all the rangers that still hang around know this and also the other flaws of the prof. But hey, what can we do? We all have mentioned and tried to make devs aware of these flaws but we just have to either wait or roll a new char.

Personally, I’m waiting for the next patch, if no significant changes for ranger, I’ll go fulltime warrior.

This. My plan is exactly this. If the next patch doesn’t do SOMETHING to help fix the broken crap that Ranger class is, I’m switching my main to a Warrior.

Then, if enough people abandon Ranger for Warrior (which really 90% of what a warrior can do ranged is what a ranger SHOULD BE) then maybe Anet will open their eyes and help fix Ranger.

But I doubt it. Doesn’t even seem like they care about Ranger BECAUSE it’s such an under-played class… except by bots!

Hornet Sting causes culling? Or was it hack?

in Ranger

Posted by: irrimn.3192

irrimn.3192

This afternoon me and my partner and two other people were chasing down a ranger in dubs. He was definitely a ranger, probably with two canines given how they were functioning. He was using Greatsword and Sword/Torch.

First, he was constantly healing to full despite massive incoming burst damage. I’m a GS/Staff mesmer in all Knight’s gear, and my partner is a Power D/D Necro with seriously high damage output and siphoning.

Second, he was regularly disappearing and reappearing, causing us to lose target lock (and often relock on his pet). I’m talking every 6-ish seconds, he’s just not there for about 3-4 seconds. And then he’s back, and he’s moved position.

Usually he’d come back with full health. It was insane; I’ve never seen anything like it.

After he nickel and dimed down me and my partner who were trying furiously to burst him down before he had a chance to poof again, we sat there dead and watched him repeat on two other scrappers from our side who went through what we did. One of them was a D/D Ele using all the standard tactics. I don’t know what the other player was. At one point, after the Ele had spent more than 3 minutes trying to nail the guy (who is still miraculously at full health most of the time and not running away from the Ele: just disappearing and reappearing a lot) the Ele said “hax”, which is what got me wondering…

I’ve never seen anything like the teleport farmers or similar hacks in dubs, but maybe I’ve just been lucky? I looked up the one tool that the bots seem to be using for teleport harvesting, and it advertises a “god mode” and an “invisibility”.

But assuming he/she wasn’t hacking, the only thing I could think of was that maybe Hornet Sting is known to cause culling issues? That’s usable about every 6 seconds, so it might fight, but I could swear I saw him/her disappearing even when using GS moves so I dunno. Anyone have any thoughts on this?

Oh, one other thing. I play an 80 ranger in PvE, and I use SB + Axe/Torch in that context. I know how torch works inside out and why you’d have one. That ranger defintely was using sword/torch as one of his weapon sets, but he never, ever once laid down a torch4 or torch5. I would know exactly what they’d look like.

I actually main a ranger and I had this happen to me fighting another ranger under water. Was the strangest thing ever because I didn’t know rangers could stealth at all, even under water, and yet every ~5 seconds he’d disappear and reappear like he was a thief. I thought for sure the guy was hacking but I had no idea how to report he. He killed me (which killing a ranger underwater is nearly impossible but he did it solo somehow?) and vanished never to be seen again.

Pretty sure this is some sort of culling hack someone has discovered. Can’t wait until they fix culling because thieves are my greatest enemy.

I’ve even fought a thief that killed me and I was never able to target him ONCE. That’s right, he NEVER showed up on my screen until I was dead and he was standing over my body /laughing.

Busting the Myth of Useless Pets

in Ranger

Posted by: irrimn.3192

irrimn.3192

Use a devourer pet when fighting against the dredge boss. The devourer will always stay at a distance, unless it’s too far away to hit the boss, meaning you only have to worry about it when the boss casts a ranged attack, or the pet aggros the boss. In which case you press F3 to move it out of AoE/aggro, and then F1 to make it attack again. Because the devourer (or spider) stays still, as long as it can hit, it makes it a lot easier to keep an eye on it. Compared to using a bear, which always runs around all over the place (although bears can still be good if you need a distraction while reviving an ally). Also keep in mind how you use pet switching when your pet dies. If you are low on health, you need the pet to revive you (you can still use F4 while downed). If you are using “Search and Rescue”, you’ll want to use a pet that’s at full health, to revive an ally. But generally, you want to wait until the boss has used an attack, so you don’t risk loosing both your pets in a row.

All attacks from the dredge boss are rather easy to avoid. In case of the bombs; as long as your devourer stays at a distance, there should only be one red circle around it (all other bombs are aimed at players), which is easy to avoid as long as you press F3 fast enough. But you can also have the pet stay close to you, and then use Whirling Defense (off-hand axe) to reflect the bombs back at the boss. Or if you have a Mesmer in your party, then have him use Feedback on the boss, to reflect all the bombs back on the boss. The forwards double punch attack, only hits in melee distance, so you don’t have to worry about that, when it comes to your pet. The ground punch attack is also only melee range, except for the agony. But your pet shouldn’t die from one tick, as one agony tick is equal to 12.5% health up to level 20, and 25% health up to level 30. All you have to do is switch pets to avoid it.

Just for the record; I agree with giving AoE damage reduction to the pet. But we don’t have that now, so we have to make due with what we got. However, it is also a good thing to learn how to manage your pet in these tough situations, as it will only contribute to improving your gameplay.

Sorry, when I said tick I meant stack. IE; he gets agony on him and before it finishes, he is dead. So unless I save my swap out for specifically right when he uses the ground pound attack, he is dead. Also the AOE damage from the ground punch is not melee-only range, it has a MUCH larger radius that that. I’m not actually able to find the actual distance but I wouldn’t be surprised if it was at least 2000 range. And given that my pet can’t dodge to avoid any of the damage or agony, he dies every time unless I swap him out. Furthermore, the bombs seemingly ALWAYS shoot at my pet also so even if he is ranged he is always standing right on top of a bomb. So unless I’m able to dodge roll out of the bombs shot at me while simultaneously calling my pet back and hoping that he runs out of the circle-of-death, he dies since 1 bomb is enough to 1-shot ANY pet. On top of the fact that the dredge boss uses 1 of these 2 attacks every 10 seconds pretty much guarantees I can’t swap my pet out that often and I end up with a dead pet and a 60-second cooldown on my swap.

I’m glad you agree that we need AOE damage resist on our pets, because honestly in fights like that (or others like the cliffside fractal where the boss lays down lots of red circles that all inflict agony) my pet is dead 75% of the time, which drastically lowers my DPS no matter how hard I try to keep him alive.

Busting the Myth of Useless Pets

in Ranger

Posted by: irrimn.3192

irrimn.3192

I think a lot of the points made in this thread are fairly valid, however, I don’t feel like we should HAVE to play to accommodate 40% of our damage which other classes get just off of their regular attacks. If I could have no pet and get that 40% damage added to my regular damage, I would GLADLY.

It’s threads like this honestly, that make me think about rolling a Warrior.

Also, about the whole AOE thing, some AOEs are not avoidable and a lot of the time you can’t swap your pet out often enough. Case in point, the dredge mining suit boss. He has bombs which 1-shot my pet even if I can dodge-roll out of them. He also has an area-wide AOE effect which inflicts agony, so even if the initial damage doesn’t kill my pet, agony does. On top of that fact, he does 1 of those 2 attacks typically every 10 seconds, so there is no way you can switch your pet out every 10 seconds.

So, yes, I do think pets needs AOE damage reduction. Personally I think 75-90% sounds adequate even if some of you were saying that it’s overkill. Going back to my case in point, the dredge boss pounds on the ground several times, and my pet’s entire life bar is taken in 1-2 pounds. IE he dies 2-3 times over. If he had 75% AOE reduction then he might live — besides the fact that 1 tick of agony ALSO kills my pet. So I think pets should also inherit agony resistance from their owners (because even if I have 25 AR, he takes damage as though he has 0, so 1 tick of agony is all it takes.)

Are rangers that bad?

in Ranger

Posted by: irrimn.3192

irrimn.3192

I main a Ranger and I just have to say, Rangers aren’t really that bad when you don’t compare them to other classes. If you start comparing them to other classes, however, then they really can’t do a single thing better than any other class, and in many situations they are the worst class for the job compared to MOST other classes (read, MOST, not all, because they tie for equally-worst in some situations compared to other classes.)

Obsidian Shards...again?!

in Guild Wars 2 Discussion

Posted by: irrimn.3192

irrimn.3192

I just wanna say, I’m glad they’re adding more options to the game to work towards legendary weapons. I’d like to see more options for the other items you need insane amount of, like T6 rare crafting mats (I’m looking at you, totems!) and lodestones and things. As it is, all the mobs that drop these items with any sort of regularity are already farmed to death! And to make it worse, the value of these items just makes it all that much easier for rich players to screw over the market for all the other players that aren’t super-rich!

Why do people link their drops?

in Guild Wars 2 Discussion

Posted by: irrimn.3192

irrimn.3192

It’s somewhat for bragging, like, “Hey look what I just got!” but it also helps create a sense of competition I guess? Like if everyone in the group links their rares and up then you can see who is getting the most/best loot. Plus it’s just nice to see that the run is paying off and that people are getting good stuff for their time. When no one links their drops by the end of a run I usually feel like, “Well, that was a crappy run. Nothing good even dropped at all.” So it helps make it feel like, even if I didn’t get any good drops, at least it wasn’t a total waste of time? I guess.

Is "Guard" (Ranger) an exploit (on walls) ??

in WvW

Posted by: irrimn.3192

irrimn.3192

All I’m reading in this thread is: QQ rangers have 1 thing in the entire game that they can do that other people can’t do! Let’s nerf them because they’re not already the worst class in the game, right?

Concern About Upcoming WvW Prestige

in Guild Wars 2 Discussion

Posted by: irrimn.3192

irrimn.3192

If they do make prestige based on kills I want to see DAMAGE be a factor in how much prestige is awarded! Something along the lines of 100% damage on a person from full to dead = full prestige (so 1v1 will be very rewarding essentially) and likewise, doing 5% damage on a kill rewards 5% of the prestige. This would make it so people that AOE and do like 1% of the damage on a kill only get 1% of the prestige (read: not a lot) and people that are actually doing the majority of the work get the majority of the reward! Granted, everyone only should get prestige if the target dies obviously.

I admit keeping track of exactly how much damage each person has done on a target in a large fight might have technical restraints but I think that’s the only way to actually make it fair.

Next gw2 Expansion Class?

in Guild Wars 2 Discussion

Posted by: irrimn.3192

irrimn.3192

Well, since people seem to be answering both race and class I’m gonna do that too.

First off, I love the Kodan. They’re my favorite race in the game so I’d love to be able to play one! A few of my friends and I were talking about whether or not the Kodan could be made playable (due to limited customization options… I mean, they’re all polar bear people, right? So…) but I made the point that that’s just because they’re all NPCs and Anet could easily give them enough options to make them playable. Like, say, bigger/smaller teeth. Different facial structures (all facial sliders, like nose size and eye spacing, etc) along with different ear shapes and sizes. As for fur, one of my friends made the point that they’re all white and that doesn’t leave much room for color, but really they could make lots of different shades of white and/or cleanliness of fur (but don’t get me started about how polar bear’s fur isn’t actually white but is transparent and polar bears are actually black…)

As for class I would have to say I’d really like to see some more weapon-specialist classes. Like duelist (read fencer/swordsman), martial artist (would use staffs and maybe fisticuffs/weapons like gloves or brass knuckles or even open palmed fighting like drunker boxer or something); which if they did martial artist I think it’d be really cool if they gave him STANCES which would change all of his fighting abilities, like they could do all sorts of fighting styles like tiger, crane, mantis, drunken, etc. For another magic class I think maybe something along the lines of shaman, ritualist, or chanter where they use like voodoo magic, or totems, or chants or hymns or something. Also Bard would be cool (if not overdone in other games), all of these classes would have good abilities for party support/party-buffer.

Overall I feel like there is a whole lot of room to add new races/classes to the game as long as they try to keep game balance in mind but overall just try to make them as fun/interesting to play as possible that’d be awesome.

Although before they add anything they really need to fix the classes already in game that are weak/broken!

Kicking players w/mf?

in Guild Wars 2 Discussion

Posted by: irrimn.3192

irrimn.3192

Just putting my 2 cents in on this topic: Magic find should be removed from gear and magic find should only be available on food/consumables. This way it’s perfectly obvious to everyone that people are using magic find (food). Personally I use Omnomberry Bars for the +40% gold gained in dungeons (which adds up fast!) and not so much for the magic find. Also I feel like the magic find gain from food should be buffed to compensate for removing it from gear.

Personall I see a ton of players not even EATING FOOD. So when I see someone eating magic find food, it doesn’t really matter since that’s essentially the same thing as not eating any at all, which a lot of people do and/or they forget to eat food since the food timers on a lot of food is really short and easy to forget to re-eat food even if you do eat it at the beginning of a run.

As for the kicking policy, the way I see it is any kick for any reason is A-O.K. at the beginning of a dungeon when nothing has really been done or accomplished. Once you get a significant portion of the dungeon run done (read at least 51% of the run completed) then it is no longer OK to kick someone for any reason since you had the whole first half of the dungeon to state your grievances (which honestly you should put it as a pre-req to your group that they can’t run MF gear if it is that big of a deal to you) and if they want to join they can change the their real gear (which I think a lot of people that run MF on gear do have real gear-sets) or they can not join/be kicked.

Really it just comes down to communication. I feel like you should never kick someone from the group without first giving them the option to correct what they are doing wrong, unless it is something they cannot fix — like constantly doing the mechanics of a boss fight wrong despite being told how to do it properly, or doing something that wipes the group a lot (like pulling a whole kitten-ton of mobs in a room to the group and killing everyone for no reason).

I still stand by the fact that I agree with the general sentiment that MF in its current state is bad because it undermines a group’s ability to reasonably function in an open and non-hostile manner. Case in point: this argument about being for/against MF gear. If players cannot come together to resolve this issue, it will become a point of contention in many groups being formed and will essentially divide the player-base against itself.

250 ectos to infuse a backpiece too expensive

in Crafting

Posted by: irrimn.3192

irrimn.3192

I agree with this thread complete, the cost is just too high! As other people have said, I would probably pay UP TO 50 ectos to do it but 250 is just insane. At that cost I’d rather be making parts of a legendary!

They really need to add an alternate crafting recipe just like the way to upgrade the rings.

I also agree that the purely cosmetic glow upgrade should stay 250 ectos, because at that point it is like crafting just for a skin: something the legendary weapons represent.

I dislike the reward system for mini-pets

in Wintersday

Posted by: irrimn.3192

irrimn.3192

I think I missed the part where you HAVE to have the entire collection. If everyone is so OCD that they just MUST have the entire collection, then you’re going to have to shell out some $$. That’s the whole point…

I don’t see a problem with any of this. Mini pets don’t freaking do anything…

Because some people actually join games like this FOR the collection part of it? It’s actually a large player base that enjoys collecting. Also, we know we have to shell out cash, this whole thread we’ve been writing that we’d be willing to buy 2 of the trios to get all 4 at whatever price they set them at, or at least make them non-account bound so that we can work up enough gold to buy them. You’re not reading what we’re writing properly….. We will gladly throw money at the screen, but not for an abysmal chance at something completely account bound that kittens you if you get duplicates.

IIRC you can throw any 3 of the festive minis in with the 50 stuffing and still get the 4th mini. So duplicates are useable.

Reduced rewards from today's event.

in Wintersday

Posted by: irrimn.3192

irrimn.3192

You can do all 5 events everyday (till the event is over) after Tixx gets to lions arch. So technically you can make all the minis.

See https://forum-en.gw2archive.eu/forum/game/wintersday/Tixx-Minipets/first