www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
Christ, ok so say these notes are indeed fake. Would someone be THAT sad to sit down for hours crafting, let’s be honest, fairly realistic sounding yet fake updates? Surely if they wanted to troll they would have come up with more drastic nerfs than that. I would be disappointed with some of these upates, especially the pet nerfs, but then again the devs said themselves pet damage will be nerfed this month, so it was to be expected. Otherwise i would be quite excited about the buffs to longbow and offhand axe. I always hated shortbow anyway so couldn’t care less about that nerf.
But what would a faker gain from this? Would just seeing the players debate over and over the pros and cons of the fake notes be what he wanted? Somehow i don’t think that alone would warrant the obvious thought and time that has gone into putting these patch notes together. It may be unwise at this point but i am more inclined to thinking they are for the most part real.
A little too much emotion poured out in this post. Chill axe, bro
It could be real, it could be fake, we don’t know. What I do know is people are discussing it like it was real :P
And Pendleton.6385 could be right, it might be ANet “leaking” it early to test player reactions too. I’m ok with everything except swapping Instinctual Bond with Zephyr’s Speed. I don’t want to go down for an effect like that to happen, especially on a pet with lowered damage. I’d like to keep my quickness on pet swap please!
Personally, I feel as though they are real emotionally, regardless if they aren’t. One word (and not just rangers): underwhelmed. I’m always underwhelmed though. But underwhelmed that it would actually take 9+ months to fix traits that have been deemed useless since week 1, and underwhelmed that issues that have existed equally as long are just now being addressed. (I really don’t mean this as seriously as its sounding lol)
I’ve been underwhelmed every patch though, so I’m glad I’m feeling just underwhelmed, and not outraged is the point lol. And who knows, assuming these leaked notes are wrong, or are incomplete, then I might be pleasantly surprised.
So ultimately, I get to enjoy the anticipation, while getting something to chew on (the leaked notes) until the actual update arises.
Was the pet damage really that game breaking?
PvPers say so. While I don’t PvP, I’m under the impression that pets are bad against good kiters.
Perhaps this will give Anet an incentive to buff our weapon skills.
Well the biggest problem wasn’t the pet, it was the design. Rangers primary role has been backpoint defender with these build. So basically, they cap the point, while the rest of the team goes off and fights for mid/other teams point.
So now, players wanting to take the backpoint from the other team are literally forced to fight basically on point with the ranger if they want to contest it, or try to kill the ranger at range before they get team support (the only 3 classes really capable of even pressuring the ranger without getting on point are phantasm mesmer; deemed not viable for whatever reason, nade engi; strong, but more needed at midpoint than at back point, and necro; too easily focused down with its current builds, not enough mobility to traverse the maps well and contribute).
What the BM build allows a player to do, however, is to build 100% for condition based damage and survival and get the full effects out of that setup, while maximizing the power based damage on the pet, which at times could get pretty destructive (Entangle plus Jaguar Stealth for a constant stream of 1-3k crits) considering the player didn’t put a single point into power related DPS.
So, maybe the pets needed the change, maybe they didn’t, this isn’t the place to have that debate. The point is that the capability of the pet to do so much power damage should have always been on the player to begin with, and then by speccing for the pet, the DPS gets traded from the player to the pet.
And the biggest failure is going to be not putting any of the lost DPS from the pet back on to the player.
@Manekk;
Unfortunately for power users it looks like mainhand Axe is going to be the best overall weapon in PvP. Buffed the aftercast on splitblade so the flow of combat is faster, putting chill and weakness together on one weapon, and a weakness buff. AND the axes auto attack bounces so you can put some damage out on grouped up people.
Also, none of rangers evasiveness got nerfed, which makes offhand dagger a strong compliment to the axe, which then makes the build lean towards conditions.
I mean, for power builds in PvP, the best thing I can think of now is a bunker/DPS hybrid setup, with like, sword/warhorn and x(this could be greatsword, shortbow, longbow, etc), if longbow, going 0/20/30/0/20 and picking up quickdraw, or if the other 2, going 10/0/30/0/30, and using a Valkyries Amulet. Now that I think of it, I wanna theorycraft it real quick lol:
Something like this: http://gw2skills.net/editor/?fMAQNBMhFakoqyOwSxi1OQsKsn2DNZJM9eEr03eA-TgAA0CmIuRdj7GzNybs3A
Valkyrie seems totally useless, what good is +crit damage when you barely have crit even under fury? seems you might aswell go with clerics amulet then for better regen and boost that one with soldier or berserker jewel, steady focus also more or less useless you’ll be dodging alot not benefitting from this trait if i would stick with a power bm for pvp I’ll likely go with something like this wich would be a tweak of my current pvp spec (using 0/10/30/0/30 now)
Would be vulnerable to conditions though but it might work, in wvw this could easily be fixed with just lemongrass soup but in spvp not sure if it’s as good not sure the crit is good enough to use companions might either.
I just went with Valkyries because of the higher power rating while still maintaining a decent enough healing level.
Also, @the test server thing, I still haven’t played a game with a test server really. I only really ever played guild wars 1 all that much (and competitively), but I really don’t know how they would upkeep the test servers when they have so much content that they currently struggle to keep up with.
However, I can see something like a test server maybe being implemented into custom arenas down the line, where you can (unfortunately) purchase a “test value pack” that inherits any features that are being tested in their test environment for PvP into the game. I’m sure there would be some sort of exclusivity as to who gets to own such servers (top 50 players again most likely), but it would definitely be something that would be manageable by a small dev team while simultaneously helping the dev team by testing bugs and providing feedback.
Then people might actually care about competing for leaderboard spots lol.
What I’m more concerned about is this:
- Instinctual Bond: This trait has been swapped with Zephyr’s Speed. Quickness increased to 3s.
Did they mean that Zephyr’s Speed is now a GM trait? O_O
Apparently :O seems a little drastic of a change.
It is. If they were looking to give more build diversity, they’ll get it. I’m not gonna put 5 in BM for quickness on down for a pet with low dps
They made DD505 less effective without the quickness. (not that it was required, but it was a really nice boost) Looks like we get to explore with that last 5 points now.
I’m thinking like a sustain/crit tank now: http://gw2skills.net/editor/?fMAQNBjYDbEoqxuySxi1OQsKsn2DOZeMxekIGtIA-TsAA0CnIoSRljKDVSqsUNsYZxWEA
Valkyries can be switched for a Soldiers Amulet if this build were to go more bruiser style. I also considered sword/dagger as a more defensive option.
What is this…..I don’t even……Ok. Back to Mesmer. The Shortbow nerf was not needed! WTF is this madness? They took possibly the most under powered class in the game and made it….worse. Longbow is a terrible weapon and needs a complete overhaul, not some 15% projectile travel time increase. Again, back to my Mesmer that just 1,2,3,4,5 weapon swap, 1,2,3,4,5 most classes. Throw in a dodge or two and insta win.
I hope you know that you sound like “OHNOZ I cant facerall no mor! Back to facerall claz lolol”
Not that rangers were ever a faceroll in the first place.
@topic
I’m still skeptical about this “leaked” patch notes. I’ll believe it when it becomes official. If it were real, I can definitely see less BM builds and more LB power builds surfacing (which is kind of what we want, in terms of more viable builds). Spirit Rangers also seem to be more appealing now.
What I’m more concerned about is this:
- Instinctual Bond: This trait has been swapped with Zephyr’s Speed. Quickness increased to 3s.
Did they mean that Zephyr’s Speed is now a GM trait? O_O
Apparently :O seems a little drastic of a change.
I don’t see why they don’t just do the update notes writeup ahead of time. I mean, 3-4 days before the patch, while I’m sure there’s still stuff being worked on, it wouldn’t hurt to make a page definite changes happening, and a dev generic explanation about the direction they wanted the upcoming patch to take the game.
That way, by the time the actual patch rolled around, these discussions would have already diffused themselves, and then people could potentially be pleasantly surprised by anything additional that makes it into the current patch.
Seems like a good idea to me anyways.
@Manekk;
Unfortunately for power users it looks like mainhand Axe is going to be the best overall weapon in PvP. Buffed the aftercast on splitblade so the flow of combat is faster, putting chill and weakness together on one weapon, and a weakness buff. AND the axes auto attack bounces so you can put some damage out on grouped up people.
Also, none of rangers evasiveness got nerfed, which makes offhand dagger a strong compliment to the axe, which then makes the build lean towards conditions.
I mean, for power builds in PvP, the best thing I can think of now is a bunker/DPS hybrid setup, with like, sword/warhorn and x(this could be greatsword, shortbow, longbow, etc), if longbow, going 0/20/30/0/20 and picking up quickdraw, or if the other 2, going 10/0/30/0/30, and using a Valkyries Amulet. Now that I think of it, I wanna theorycraft it real quick lol:
Something like this: http://gw2skills.net/editor/?fMAQNBMhFakoqyOwSxi1OQsKsn2DNZJM9eEr03eA-TgAA0CmIuRdj7GzNybs3A
Path of Scars pull…
:D
So they can kill you faster cause now all pets meerly tickle them…
Pets do a lot of dmg,before the dmg nerf was a AI that you cant fully control and does a lot of dmg..Learn to control it better and pets will provide more dmg after the nerf
Oh I just have to learn to control my pet? well cool then I feel better I was under this crazy assumption that I knew that already and that every useful pet we have will lose either it’s (possible) sustained damage or it’s burst entirely.
take these:
1.Stability Training:This trait now causes the pet to ignore the incoming crowd control skill as well as granting stability. This has a 10 second internal recharge.
2.Beastmasters Might: This trait now grants 3 stacks of might for 15 seconds.
3.Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
4.Fortifying Bond
5.Rampage as OneStack might to your pet,build for pets to do dmg,dont exept to be given to you easily…
Please stop with the smug attitude you’re talking like I’m not even putting points in traits and want my pets to kill things while I go afk, nobody likes nerfs and they shouldn’t if what we see is correct then petburst is effectively removed and that is huge in pvp sure enough we don’t know yet how exactly this will all play out but to me it doesn’t look very good for the parts where we are weakest namely burst damage.
Manekks definitely right on this. Looking through the notes, all of rangers burst capabilities aside from maybe Maul are now, or are being turned into sustained output options.
I think the devs are finally driving the point home; rangers were not meant to be a burst class.I’m already seeing mesmers and thieves coming from everywhere and they don’t even need to stealth/blink to avoid my pet anymore when they come to file me into tiny little pieces
Lol well, healing trap build with Axe/x and Sword/x. 0/30/30/10/0 with Shamans(PvP)/Apothecary or Settlers(PvE) and Flame Trap, Spike Trap, and Lightning Reflexes/Protect Me.
That’s my prediction for the point holding ranger meta. Thieves will melt, and mesmers too, especially since they still don’t have reliable condition removal.
Outside of PvP, if people don’t want to run that, well, longbow users will be happy lol.
Yuck never liked any of that.
Alright I’ll theorycraft a power/burst build real quick:
http://gw2skills.net/editor/?fMAQNAnXRjEVN2VWCWs2Bg1j98bwWBOZPSswFB-TsAg0CnIQShkDJDSSksINEZJyECA
Just a generic Berserkers build that could become viable.
Edit: Muddy Terrain should probably be swapped out for Signet of Stone, and as an optional to go full damage, Lightning Reflexes can be changed to Signet of the Wild, and WS 10 can be changed to the one where the pet eats incoming CC to compensate for lack of stunbreaker.
I don’t really see it as viable, burst is good though I guess it works for that but it’s soft as kitten too I’m trying to think who you would kill with this? sure path of scars and maul could crush a squishe if you hit with them buffed up but will you even have time for it?
Sorry to be so negative I just really dislike this patch cause I’ve played so many variations of ranger specs and the only setup I really like is power BM, now the sustained damage is still going to be good (perhaps slightly better even atleast in pve) it’s just that petswap quickness and petburst is totally necessary against some classes in pvp, oh well we’ll see I guess.
I mean, I made it with the intention of it functioning like a one trick pony warrior 100b. I hate glass cannons myself, I just wasn’t aware exactly of what build you run. Now that I know, I can honestly say that power BM builds (if these notes are accurate) are getting a flat nerf to their burst capabilities.
Maybe this? : http://gw2skills.net/editor/?fMAQNAT8YjAVV2BWKWs2Bi1j9Eo93eMp+jJWhEB-j0xAYLBZCCMZJQJwioxW3KiGrSlIq2bQEVDA-w
I have no idea on the weapon choice on that one. It was more of the values I’m going for, but building a power build the way I would want it is not easy for rangers to me with rangers. It would be different if our best access to condition removal wasn’t just Empathic Bond, it makes build too reliant on one trait line, and too lacking to go up against condition heavy opponents without it (imo).
(edited by jcbroe.4329)
I think there is a mistake in the notes, in the file says: “Splitblade: Reduced the aftercast on this skill from .4 seconds to .2 seconds.”
It is probably for Ricochet since Splitblade have a 6 sec cooldown. Or with the “aftercast” they mean the cast time?If I’m right then axe will get even better, and I already use axe in both my sets, I can’t get used to sword
, and the auto attack get 2x faster is awesome.
Also, the LB changes looks very good IMO
Aftercast isn’t the same as recharge time. Aftercast is a hidden amount of time after a skill in which you can’t use another skill. Basically, it’s saying that you’ll be able to use another attack skill after you use Splitblade 50% faster than you’re currently able to.
It’s still a DPS buff though because it means it won’t interrupt your Ricochet as much.
I wasn’t arguing, I was explaining lol. The aftercast reduction is definitely a step in the right direction.
That’s exactly what we need. Anet nerfing the dps of the bad AI companion that serves as our pet. Which also count at about 30-50% of our total dps . Good going, Anet.
This will probably give Anet an incentive to buff weapon skills.
Ahhh, who am I kidding? Anet has already proven not to care about Ranger damage all the way back in GW1.
Ranger was one of the best utility classes in the game in guild wars 1, being a major component of almost every single tournament composition due to the classes high avoidability through stances and capabilities of interrupting and disabling both offensive and defensive skills on the enemy team, which was imperative for both offense and defense on your team. A well timed interrupt could literally change the entire outcome of a game (hitting a Monks WoH for instance).
Unfortunately, guild wars 2 took out a lot of the utility mechanics that made guild wars 1 so great and opted for a more damage/mitigation gameplay, and the ranger hasn’t made the best of the transitions at this point in time yet.
It took about 2 years for the ranger to reach it’s full potential and be recognized for it in the first guild wars. Which sounds more bleak than positive, but still.
I think there is a mistake in the notes, in the file says: “Splitblade: Reduced the aftercast on this skill from .4 seconds to .2 seconds.”
It is probably for Ricochet since Splitblade have a 6 sec cooldown. Or with the “aftercast” they mean the cast time?If I’m right then axe will get even better, and I already use axe in both my sets, I can’t get used to sword
, and the auto attack get 2x faster is awesome.
Also, the LB changes looks very good IMO
Aftercast isn’t the same as recharge time. Aftercast is a hidden amount of time after a skill in which you can’t use another skill. Basically, it’s saying that you’ll be able to use another attack skill after you use Splitblade 50% faster than you’re currently able to.
Path of Scars pull…
:D
So they can kill you faster cause now all pets meerly tickle them…
Pets do a lot of dmg,before the dmg nerf was a AI that you cant fully control and does a lot of dmg..Learn to control it better and pets will provide more dmg after the nerf
Oh I just have to learn to control my pet? well cool then I feel better I was under this crazy assumption that I knew that already and that every useful pet we have will lose either it’s (possible) sustained damage or it’s burst entirely.
take these:
1.Stability Training:This trait now causes the pet to ignore the incoming crowd control skill as well as granting stability. This has a 10 second internal recharge.
2.Beastmasters Might: This trait now grants 3 stacks of might for 15 seconds.
3.Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
4.Fortifying Bond
5.Rampage as OneStack might to your pet,build for pets to do dmg,dont exept to be given to you easily…
Please stop with the smug attitude you’re talking like I’m not even putting points in traits and want my pets to kill things while I go afk, nobody likes nerfs and they shouldn’t if what we see is correct then petburst is effectively removed and that is huge in pvp sure enough we don’t know yet how exactly this will all play out but to me it doesn’t look very good for the parts where we are weakest namely burst damage.
Manekks definitely right on this. Looking through the notes, all of rangers burst capabilities aside from maybe Maul are now, or are being turned into sustained output options.
I think the devs are finally driving the point home; rangers were not meant to be a burst class.I’m already seeing mesmers and thieves coming from everywhere and they don’t even need to stealth/blink to avoid my pet anymore when they come to file me into tiny little pieces
Lol well, healing trap build with Axe/x and Sword/x. 0/30/30/10/0 with Shamans(PvP)/Apothecary or Settlers(PvE) and Flame Trap, Spike Trap, and Lightning Reflexes/Protect Me.
That’s my prediction for the point holding ranger meta. Thieves will melt, and mesmers too, especially since they still don’t have reliable condition removal.
Outside of PvP, if people don’t want to run that, well, longbow users will be happy lol.
Yuck never liked any of that.
Alright I’ll theorycraft a power/burst build real quick:
http://gw2skills.net/editor/?fMAQNAnXRjEVN2VWCWs2Bg1j98bwWBOZPSswFB-TsAg0CnIQShkDJDSSksINEZJyECA
Just a generic Berserkers build that could become viable.
Edit: Muddy Terrain should probably be swapped out for Signet of Stone, and as an optional to go full damage, Lightning Reflexes can be changed to Signet of the Wild, and WS 10 can be changed to the one where the pet eats incoming CC to compensate for lack of stunbreaker.
(edited by jcbroe.4329)
Path of Scars pull…
:D
So they can kill you faster cause now all pets meerly tickle them…
Pets do a lot of dmg,before the dmg nerf was a AI that you cant fully control and does a lot of dmg..Learn to control it better and pets will provide more dmg after the nerf
Oh I just have to learn to control my pet? well cool then I feel better I was under this crazy assumption that I knew that already and that every useful pet we have will lose either it’s (possible) sustained damage or it’s burst entirely.
take these:
1.Stability Training:This trait now causes the pet to ignore the incoming crowd control skill as well as granting stability. This has a 10 second internal recharge.
2.Beastmasters Might: This trait now grants 3 stacks of might for 15 seconds.
3.Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
4.Fortifying Bond
5.Rampage as OneStack might to your pet,build for pets to do dmg,dont exept to be given to you easily…
Please stop with the smug attitude you’re talking like I’m not even putting points in traits and want my pets to kill things while I go afk, nobody likes nerfs and they shouldn’t if what we see is correct then petburst is effectively removed and that is huge in pvp sure enough we don’t know yet how exactly this will all play out but to me it doesn’t look very good for the parts where we are weakest namely burst damage.
Manekks definitely right on this. Looking through the notes, all of rangers burst capabilities aside from maybe Maul are now, or are being turned into sustained output options.
I think the devs are finally driving the point home; rangers were not meant to be a burst class.I’m already seeing mesmers and thieves coming from everywhere and they don’t even need to stealth/blink to avoid my pet anymore when they come to file me into tiny little pieces
Lol well, healing trap build with Axe/x and Sword/x. 0/30/30/10/0 with Shamans(PvP)/Apothecary or Settlers(PvE) and Flame Trap, Spike Trap, and Lightning Reflexes/Protect Me.
That’s my prediction for the point holding ranger meta. Thieves will melt, and mesmers too, especially since they still don’t have reliable condition removal.
Outside of PvP, if people don’t want to run that, well, longbow users will be happy lol.
“Long Range Shot: Reduced the aftercast on this skill from .5 seconds to .25 seconds”
What does this mean exactly? will longbow now fire at 1s instead of 1,25s? am I reading that correctly?
It can be thought about like that, yes.
Every skill in the game has some “hidden” aftercast, or, period of time after having performed an action where you cannot perform another action. Each skill has their own aftercast (it isn’t a static value).
So, for ranger, the shot was shooting at .75s with kitten aftercast (1.25s total). Now, it will be shooting at a .75s with a .25s aftercast (1s total).
Also, it’s saying the Instinctual Bond is now the minor trait in Beastmastery, and Zephyrs Speed is getting a 1s increase and replacing Bond as a Grandmaster Trait (now you have to spec to 30 points for quickness on pet swap).
Path of Scars pull…
:D
So they can kill you faster cause now all pets meerly tickle them…
Pets do a lot of dmg,before the dmg nerf was a AI that you cant fully control and does a lot of dmg..Learn to control it better and pets will provide more dmg after the nerf
Oh I just have to learn to control my pet? well cool then I feel better I was under this crazy assumption that I knew that already and that every useful pet we have will lose either it’s (possible) sustained damage or it’s burst entirely.
take these:
1.Stability Training:This trait now causes the pet to ignore the incoming crowd control skill as well as granting stability. This has a 10 second internal recharge.
2.Beastmasters Might: This trait now grants 3 stacks of might for 15 seconds.
3.Companion’s Might: This trait now grants 5 seconds of might to your pet, up from 1 second.
4.Fortifying Bond
5.Rampage as OneStack might to your pet,build for pets to do dmg,dont exept to be given to you easily…
Please stop with the smug attitude you’re talking like I’m not even putting points in traits and want my pets to kill things while I go afk, nobody likes nerfs and they shouldn’t if what we see is correct then petburst is effectively removed and that is huge in pvp sure enough we don’t know yet how exactly this will all play out but to me it doesn’t look very good for the parts where we are weakest namely burst damage.
Manekks definitely right on this. Looking through the notes, all of rangers burst capabilities aside from maybe Maul are now, or are being turned into sustained output options.
I think the devs are finally driving the point home; rangers were not meant to be a burst class.
Guys, really, the shortbow change isn’t that serious. It still functions the same, just within a different range, which brings it in line with the amount of options other classes have for 1200 range weapons (I think mesmer is the only class now with 2 1200 range weapons, the their staff damage is pretty poor, so that makes it more of a utility weapon).
It makes the choices and pros/cons of choosing what bow to use more obvious and creates more diversity between the 2 weapons, which is a needed and healthy change on the road to creating diversity.Obviously ranged weapons needed nerfing!
It’s not like guardians and hammer warriors were charging alongside D/D eles into blobs spamming cleaves for much better results than any ranged spec outside staff ele.
Nooooo, my shortbow hitting a single target for 800-1.1k crits was too much!
Compared side by side to the rangers longbow; yes, an adjustment of some sort was necessary in order to differentiate the weapons more and give them a unique role.
These aren’t even necessarily accurate update notes, and it seems strange that all ANet would do is turn the shortbows main competition into the axe instead of the longbow. So if they are real, then no, it isn’t the most well thought out change ever made.
But it is a change in the right direction. Either way, the bows (at high level tourny play, which the devs focus on for balancing) don’t really see much play for rangers anyhow, because axe/x and torch/x are a stronger combination.
Also, we should all know these can’t be the 100% accurate notes because:
they didn’t list a fix for dagger 4/5 like Jon said they would be fixing. So either that didn’t happen, it’s omitted from the notes, or those aren’t the real notes.
Guys, really, the shortbow change isn’t that serious. It still functions the same, just within a different range, which brings it in line with the amount of options other classes have for 1200 range weapons (I think mesmer is the only class now with 2 1200 range weapons, the their staff damage is pretty poor, so that makes it more of a utility weapon).
It makes the choices and pros/cons of choosing what bow to use more obvious and creates more diversity between the 2 weapons, which is a needed and healthy change on the road to creating diversity.
Regen is a terrible team boon since it takes the HPower of each individual team mate. So even if you spec HPower, you’re still not specced as a “Healer” as long as your team mates have poor HPower stats.
Does it take into consideration your boon duration though? (I’m assuming it does).
If so, you can provide 100% uptime regen and swiftness for the entire team, which even without healing power, really helps a group of people (some regen is better than none, etc).
That’s huge, and with our Elite Spirit as well as access to the best water field in the game, rangers just became (assuming the list is accurate) one of the best utility healers in the game (similar to ritualists in guild wars 1).
If those notes are to be deemed final, then the changes to the pets really aren’t all that bad.
The autoattack damage has been slightly reduced on some of them, while pets that were considered damage pets still have a higher sustain damage, but received a nerf to their burst potential.
Combine this with the potential to spam “Guard” for 100% regen uptime with the new Grandmaster trait, and the BM bunker is still one of the strongest duelists in the game; but with a lower time to kill, putting them more in line with other bunker specs. (I’m talking going straight up 0/0/30/30/10).
Additionally, Beastmasters Might becoming 3 stacks of might for 15s is very awesome in a power based signet build, and allows for some pseudoHGH specs.
The longbow gets faster activation times and faster arrows, which sounds good, but without this being confirmed info or being able to test in game, I can only shoot in the dark and say that it does improve sustain a lot.
While I am disheartened by the shortbow range reduction and leash range reduction on pets, both of those are a completely understandable change, and it does diversify the roles of the rangers ranged weapons, and puts them more in line with the balance of the other classes (meaning access to only one 1200 range weapon).
“Protect Me” is awesome now, as you can use it to break a stun and mitigate damage to your pet, but originally, without it breaking stun, you couldn’t kite away and it basically meant an instadeath to your pet. This change implies that you can escape a burst while mitigating any additional incoming damage, which could be the difference in a fight.
I think that covers just about everything. It’s a change, but it isn’t the most detrimental change in the world, and it really only targeted one strong build, without destroying it. So it will be interesting to see if these notes are real, how the meta evolves for the ranger, because the groundwork has been laid to make power builds much more viable than they previously were.
Troll Unguent is largely considered by the pvp community to be one of the strongest self heals in the game.
So while Healing Spring is superior in utility, Trolls is definitely a stronger skirmishing option, because combined with regen from dwayna runes on a healing build, thats 1k+ healing per second for 10s, with only a 15s downtime that you aren’t being healed.
That means that 40 out of every 60 seconds, you can have 1k+ healing, which is insanely strong in small fights where you don’t require lots of team utility. Sure, it’s a greedier heal. But sometimes greed is good.
Everytime I see a person defend arenanet all I can picture in my mind is a toothless fat kid in mesmer cosplay trying to bite a hotdog that Jon Peters is dangling above their head.
Lol that made my day.
It’s going to stack in intensity and scale with condition damage. It’s just about the last thing I would want on the longbow.
It’s a visual issue. People already complain about how it can be difficult to interpret what Asura characters are doing in PvP because of there small size, as well as how animated the game is which makes it harder to focus on combat and figure out what is actually happening.
Larger pets would only increase the visual problems people currently experience, and it would make combat even more graphically difficult.
If anything, for tactical purposes, I would love to make the pets as tiny as possible. Give me a mosquito sized pet, so that it is hard to follow its movements and interpret its actions, so its near impossible to tell whether it is winding up for a big spike damage attack.
It’s just a difference of opinion in how it would implement into an “in practice” scenario I suppose, because I do think the mechanics behind the size of the pets was pretty cool in guild wars 1. I hated them graphically as well though, as it blocked visuals and made it harder to play against other people at times by blocking/obscuring sightlines on positioning.
I don’t have a good feeling about this at all.
It sounds like elementalist, thief and mesmer got major buffs.
One thing we know for certain: Axe 3 just got even better.
I’m not sure, it also says they adjusted the duration of weakness skills. They might have made it 3 seconds.
O well let’s wait and see, but I’m excepting the worst update to date. You can’t have a low enough expectation in this game. I’m still really curious about the Ranger changes of course.
But it still makes weakness more useful than before. Essentially, giving our bunker build that much more survival capability against power opponents, but also making it more counterplay play friendly (you can’t just stack weakness and win, there will be a layer of skill in predicting your opponents next action and applying weakness to get the highest benefit achievable, while still having a benefit from not being able to predict/wrong predictions).
Also, for the Torment people, guild wars 1 already had skills like that coming mostly from the necro and thief class, as well as mesmer having similar options.
Anybody remember these skills:
http://wiki.guildwars.com/wiki/Weaken_Knees
http://wiki.guildwars.com/wiki/Binding_Chains
http://wiki.guildwars.com/wiki/Shameful_Fear
http://wiki.guildwars.com/wiki/Winter%27s_Embrace
http://wiki.guildwars.com/wiki/Crippling_Anguish
Those are the ones that most resemble what Torment will probably function like (and probably where the concept came from).
One thing we know for certain: Axe 3 just got even better.
I think it will be a nightmare for our pets. Considering they are AI controlled movement, if they eat a Torment, it could be a very destructive condition for them to eat. Especially with no implemented way to make our pets dodge.
Guess we just have to wait and see…
Rabid Gear is a very offensive setup on a trap build. It allows you to build for toughness as well, so you aren’t squishy. The “meta” in PvP for trap rangers was (and to a degree still is) 0/30/30/10/0 for traits.
Now you’ve optimized all of your stats, and even though you didn’t stack power, the DPS from crit chance, crit damage, and bleed on crits is a very strong sustained output. Couple that with unblockable AoE traps and you can literally melt hp off of targets.
Sweet, its not a nerf, they were actually screwing with the Thief Version it seems
edit
Then again, He didn’t say what was being fixed ;o)
Told ya :P Also, he did say it was being fixed.
Thanks for the report. I have fixed this on our development environment and it should be in the next patch ~10 days.
But not what was being fixed :O As in, is the skills function going to be updated to reflect the UI and therefore a nerf, or is the tooltip getting fixed?
Well, there is guesting lol, I don’t think that would be necessary. At least I hope not. I haven’t really taken full advantage of guesting to know what it actually does, but I thought you could WvW for a different server; maybe not though.
WvW is not available to guesters for lots of reasons. Hence my smart aleck remark
Ahh, makes sense that I don’t know anything about guesting, it doesn’t do anything that I care about lol.
Well uhhhh, I’ll start a kickstarter? Haha
I wish we could get all of us condi-gen or cleric users on the same server in a group roaming in WvW. That would be an extremely trolly and fun thing to do, and I think it would make for some entertaining videos.
hijack alert
So are you paying for everyone’s transfer? Hmmmm? Lol
Well, there is guesting lol, I don’t think that would be necessary. At least I hope not. I haven’t really taken full advantage of guesting to know what it actually does, but I thought you could WvW for a different server; maybe not though.
@jcbroe&Furajir you people are freaking baby blue and pink I’d squash you both at once… if I had a fellblade
:O That’s not pink, that’s celestial and charcoal… Or maybe celestial is a shade of pink, I am colorblind lol looks white to me.
[I needed to cut history of quotation because of character limit
]
I’m sorry, I just don’t feel the need to go out of my way to support what many other people are trying to tell you. My life doesn’t revolve around Guild Wars 2, and I have limited play time during the day. I would prefer not to spend all of it testing things in the mists that have already been shown by many other forum members.I believe Zenith did something on this awhile, and his math should still be linked on Jubskies page. Also, Puandro has spreadsheets upon spreadsheets of weapon data for every class in the game, though I don’t think it’s linked on the official forums anywhere directly.
I apologize for not screenshotting all of the testing I do in game (I like to optimize my own setup, I don’t have to share it with anybody, but choose to because I enjoy being a part of the ranger community and seeing the evolution of the community, such as the build Xsorus developed that is now getting nerfed after being around since near launch), but that would be a tedious process and it would really serve no benefit to me.
People have been trying to explain tools to use (battlelog, etc) and trying to explain their testing conditions so that it can be replicated, but, no rudeness intended at all, I don’t have the time or the patience to be on call every time something needs proving. Most of the stuff I try to say has been reinforced by other people, or I get corrected if I’m wrong, which happens to everybody every once in awhile, but the point is, I just don’t have the time to retest and tape every single thing I do just because a single person on the forum doesn’t believe something I’ve written.
That is totally your right by the way, to think I’m wrong. But being rude and trying to highlight me as raging or trolling or whatever else isn’t a productive way of going about getting a solution either. You have the ability to provide screenshots and videos of your testing and prove me (or anybody else) wrong, so if that’s how you choose to spend your energy, go for it. I will humbly admit any mistakes I make.
ey trolling argument was yours :P
anyway powers scales n very interesting ways. I don’t have even 2k in power (mostly focused on toughness) and my longbow with rapid fire deals bigger average dmg per hit than SB….about screenshots from my side… from the phew days I didn’t have time to even test more carefully anything
that’s why i didn’t provide anything yet
PS. I didn’t want to “highlight” You as raging – that’s just the way I interpreded phew of Your posts – and argument with trolling wasn’t helping
But as we have that little misunderstanding of intention behind us we can disscuss as civilizated people
That’s okay, it’s my fault, I’m very defensive on the internet because it’s harder to interpret what people are saying at times and things often get construed as rude to me.
I would love to devote more time to testing this game and doing more with it, but 2 things are holding me back:
1) I’m in a 24/7 online course until 6/28, trying to finish up my AA portion of my degree and figure out transferring for my last year
2) ANet lets the game sit so stagnant that I often get discouraged by the progress of the dev team. While they are understandably small, the game launched with many of the issues that are currently still in place with weapon function and class balance, and to me, releasing new content before fixing the mechanics currently in place seems inexcusable.
I don’t think ANet has terrible devs though, I’ve loved every moment of the last near decade that I’ve been playing Guild Wars 1/Guild Wars 2. I just find that their priorities are a little out of skew as to what part of the game receives attention, and find that if they aren’t focused on the three main portions of the game; Dungeons(the highest skill level extension of PvE), PvP(the most tournament oriented and streaming capable gametype), and WvW(mass server PvP with objective based gameplay that combines PvE and PvP aspects), then they are failing the majority of their potential long term player base.
I mean, I can only run around smashing pinatas for so many minutes before I say to myself “kitten this game, pinatas didn’t enhance the gameplay value.”
tl;dr: Things need some fixing.
Sweet, its not a nerf, they were actually screwing with the Thief Version it seems
edit
Then again, He didn’t say what was being fixed ;o)
That’s exactly what I was thinking…
I’m sexier than all you fools.
What can I say, I went for the ninja look lol.
You definitely have the look of a ranger not to be messed with.
And I am definitely not!! RAWR
Lol!
I wish we could get all of us condi-gen or cleric users on the same server in a group roaming in WvW. That would be an extremely trolly and fun thing to do, and I think it would make for some entertaining videos.
Sword has a high learning curve. A lot of people believe it is bugged because of the autoattack, but if you turn the autoattack off and manually press the buttons, you can still maintain the necessary mobility, and you have the ability to perma-cripple a target, which is a valuable tool to set up damage with your pet.
Additionally, the sword 2 is arguably one of the best disengage skills in the game, as it is a backwards leap with evasion frames. Then, you can 180 turn, and do a second leap, creating a very large distance gap, and this method can basically be spammed.
Also, the sword 3 is a great defensive evasion, and if combined with dagger, it makes it the most evasive weapon set in the game, parallel to the effectiveness of mesmers one handed sword (except that they gain distortion, which is stronger than evasion).
OR, whatever other weapon you choose. The main damage comes from the autoattack on the sword though, while having a leap to be able to leap through fields for auras is nice.
Other than that, and I totally understand this being a hindrance, but turning off the autoattack and learning how to use the sword in that regard is probably one of the best things a ranger can do at this point in the balancing stage, as the sword is a very effective weapon to use.
I’m sexier than all you fools.
What can I say, I went for the ninja look lol.
You definitely have the look of a ranger not to be messed with.
At the same time, it can be argued that the ranks aren’t rewarding enough for the time put into them.
With so much time and effort being dedicated to attaining a higher number, and every once in awhile getting to put on a different armor skin, it isn’t a robust enough reward dynamic to keep a person entertained or satisfied with the reward system.
If rank couldn’t be grinded in hotjoins, or gained from losing, then it would mean infinitely more than it does now, as even the worst player can EVENTUALLY be a high rank.
Doing something simple, like being able to use accumulated glory+armor earned in pvp to create an armor transmutation that can be used in PvE/WvW would be a major reward for a lot of gamers, and would most likely result in a higher population of people playing PvP and being legitimately interested in it and not just farming dailys for laurels.
Guild Wars 1 had HA, which most often gets referred to from these ranks. While it is a very similar system, I think people forget at times that there was a reward chest in HA that provided rewards that could result in money, and weapons, and things usable through the rest of the ingame content, which is extremely important.
tl;dr: It isn’t that the ranks take too long, it’s that it isn’t a rewarding enough system. It is neither robust, nor do the current rewards span the scope of the rest of the games content, and that is the biggest drawback; it currently does not entice people to spend the hours required to gain rank.
Unless of course you’re content with bragging rights, but even then, that’s a system that only favors the addicted/hardcore and people with lots of spare time in their lives.
From this page: http://wiki.guildwars2.com/wiki/Gallery_of_swords
I like the centaur sword, ceremonial sword, and for whatever unexplainable reason, I like the Twin Sisters, Wolfborn Sword, Warden Sword, and Winged Spatha.
Those would be my top choices, though some of them aren’t dark enough that I mentioned for your armor sets I don’t think :/ if only you could dye your weapons like in guild wars 1…
Edit: I think I chose so many options because everything goes with my armor (imo). It’s harder to find stuff for your armor.
Just for reference:
(edited by jcbroe.4329)
Right now I’m using the Aureate Sword weapon skin you can buy with Honor (WvW) tokens. It isn’t the flashiest sword in the game, but it looks much better than the Pearl skin I originally had IMO, and is worth the preview at the very least.
I only said that a 7% overall damage nerf under a 100% attack speed boost is a 14% damage nerf while affected by quickness, as compared to how it was before the change, and then I asked for verification in case that wasn’t accurate.
In math form.
Prenerf shortbow:
no quickness: 100% damage output.
quickness: 200% damage output (quickness doubled attack speed. 100*2=200)
Nerfed shortbow:
no quickness: 100% – 7%=93%
quickness: (100% – 7%) * 2=93 * 2 = 186%Prenerf 200% minus nerfed 186% equals a 14% loss in damage output while under the effects of quickness.
Here’s the problem with your math.
Assume original damage was 100. With quickness 200.
After the 7% nerf it was 93. With quickness 186.
So without quickness there was a 7% drop (93 instead of 100).
With quickness there was also a 7% drop ((200-186)/200*100=7%).
While the numerical amount of lost damage doubles when you apply quickness, the percentage drop (7%) is the same across the board.
Ah, okay, that makes total sense. I figured I was missing something, thank you. This is why I don’t do statistics for a living lol, I oversimplified it.
Still a legitimate issue, I hope the stuff mentioned here gets looked into.
the only thing that connects SB with any quickness and can be recalled here is when they fixed some bug that caused SB Auto-Atack break themself when on quickness.
some person I assume never noticed that by the while sb auto on quickness have half of its animation and didn’t hit anything (and though that they were shoting so quickly)
and when that was fixed, the only thing that those ppl noticed that they are no longer shoting so quick that computer don’t render the half of shot animation and started to raging that was hidden nerf.
end of story.
as for now jcbroe is behaving as those ppl.
I only ask – before You’ll start raging (All of You) test things that You think was hidden nerfed – if in this case Things are weker that it used to be report a bug. and start raging only when ANet admit that wasn’t a bug and was intended.
eot for meUmmm, my shots hit with QZ back then…I don’t know what you’re talking about..
that was a huge form of our burst, running up someone, popping QZ, and unloading in their face with SB1.
When they ended up doing the “animation” fix, it was very very noticeable….
It’s okay, he’s just a troll. Notice how he called me out on something that didn’t make sense, with no understanding of what has been actually said, or realizing I haven’t even been participating in the shortbow nerf conversation? It’s okay dude, don’t waste your time and use it to keep making movies or having intelligent discussions.
@Chopps; you’re right, the shortbow fires the correct amount of arrows within the duration of quickness, there is nothing broken about that aspect of it. It’s more a psychological issue than anything else, the shortbow fired so fast before the 2 updates (shortbow fire rate reduction and quickness nerf) that the feel on the shortbow quickness just doesn’t “feel” correct anymore.
But I can’t get the number of arrows to be different than what they should be, so I’ll assume it’s just psychology after getting used to the old feel of the weapon.
It’s okay You can make it very hard to believe but I’m not the troll, If I called somebody to something I could be propably using “quote” option as now.
the last part of Your post is that what I tried to say and thats quoted history of sb auto breaking themselve.. that was from patch notes and my experience (before mentioned patch I had rendered only half if not less of shoting animation when using sb with quickness)
If I called somebody to something without using quotes and that could make a little no sense it’s propably thing that in this forum I have sometimes (for example when tired) problems with find who was talking in this post (I already had a problems on other forums hen two persons was using similar tone I answered to for example second thinking that I answer to that first)
also sometimes I have o problem that things I am talking (writing in that case) are sometimes (sometimes often) interpreted by ppl in a whole way that I didn’t ever had idea it could be interpreted.peace
You called me out on a discussion I wasn’t even having was the point I was making. I never said anything about the history of the shortbow. I only said that a 7% overall damage nerf under a 100% attack speed boost is a 14% damage nerf while affected by quickness, as compared to how it was before the change, and then I asked for verification in case that wasn’t accurate.
In math form.
Prenerf shortbow:
no quickness: 100% damage output.
quickness: 200% damage output (quickness doubled attack speed. 100*2=200)
Nerfed shortbow:
no quickness: 100% – 7%=93%
quickness: (100% – 7%) * 2=93 * 2 = 186%
Prenerf 200% minus nerfed 186% equals a 14% loss in damage output while under the effects of quickness.
For the heck of it (note the percentages I use will be the same as above, but will be arbitrary because they don’t represent an actual numerical value, they are just a placeholder to be able to see a numerical difference):
Possible total quickness at a single moment, only done once per minute: 6s (QZ was 4s and pet swap was 2s).
For all purposes shortbow is shooting twice per second: 54s (no quickness) * 200% (2 shots per second) = 10800%
6s of quickness: 400% (200% * 2) * 6 = 2400
2400+10800= 13200%
After nerf: 54s * 186% = 10044
6s of quickness: 6s * 372%(186 * 2) = 2232
10044 + 2232=12276%
13200 – 12276=924% damage difference per minute.
per second its:
13200 / 60 = 220
12276 / 60 = 204.6
220 – 204.6 = 15.4
15.4% DPS difference when prenerf quickness was factored in.
Again, I’m not mathematician (never claimed to be one, I’m a compu sci guy), so correct me anywhere if this is wrong somebody, but I thought it to be a pretty cut and dry representation that shows a clear method used and result gained.
(edited by jcbroe.4329)
Saying it is additive isn’t raging, it’s the truth. It isn’t increasing exponentially. The UI displays the added damage total as each hit is fired, while the battle log displays the damage per arrow (for instance, no crits would be 300-400 each hit for 10 hits equaling the 3k damage listed on the tooltip).
It’s a sequence, not a summation. The mesmer greatsword and the elementalist scepter both do the same thing (show a summed total on the UI, but the individual, linear, fairly static values in the battle log).
It can be tested just by realizing that in a single rapid fire on a golem in the mists, there is no way that you are doing the suggested 18-20k damage (without crits at that) because that would be outright killing them.
I wasn’t raging, I was being nice and using a vocabulary word.
If I took the time out of my day to respond to your trolling with a video showing that the only time the longbow does more damage than the shortbow with rapid fire is above a 3000 attack rating, and even then the most it ever does not crit is like, 2-4% more damage depending on how high you stack power, I would hate myself.
I’m sure there’s other forum users that will oblige you though, while the rest of us continue our educated balance discussion.
I’m not troling :P that’s first.
and second – as for me You were raging in that part – when I told You about testing You just ignored what i said and repeated previous statement with no more just Your word to prove that, maybe it wasn’t intended by You but I read that post as just raging.Quoted post started nicely and I almost believed, that I’ve mistaken in my opinion about You. and with last sentence (that with trolling) You’ve ruined that all.
bro, if somebody don’t agree with Your opinion (whatever truth is) and request You to prove Your statement You cannot tell that is “trolling”.
and – You didn;t have to make a whole vid – guy phew posts up convinced me about “additivness” with single screenshot. Maybe Your theory could also be proved (or prooved to not be truth) with just using a phew screenshot.
When I’ll be back at home and in game I can sent You “screenie” with comparision sb auto hits and rapid fire hits – just to prove that average dmg per hit of rapid fire i higher that average hit using shortbow. Shortbow gets in great advantage though when flanking – because of bleeding (at least with my build because I have many points in condi dmg)
I’m sorry, I just don’t feel the need to go out of my way to support what many other people are trying to tell you. My life doesn’t revolve around Guild Wars 2, and I have limited play time during the day. I would prefer not to spend all of it testing things in the mists that have already been shown by many other forum members.
I believe Zenith did something on this awhile, and his math should still be linked on Jubskies page. Also, Puandro has spreadsheets upon spreadsheets of weapon data for every class in the game, though I don’t think it’s linked on the official forums anywhere directly.
I apologize for not screenshotting all of the testing I do in game (I like to optimize my own setup, I don’t have to share it with anybody, but choose to because I enjoy being a part of the ranger community and seeing the evolution of the community, such as the build Xsorus developed that is now getting nerfed after being around since near launch), but that would be a tedious process and it would really serve no benefit to me.
People have been trying to explain tools to use (battlelog, etc) and trying to explain their testing conditions so that it can be replicated, but, no rudeness intended at all, I don’t have the time or the patience to be on call every time something needs proving. Most of the stuff I try to say has been reinforced by other people, or I get corrected if I’m wrong, which happens to everybody every once in awhile, but the point is, I just don’t have the time to retest and tape every single thing I do just because a single person on the forum doesn’t believe something I’ve written.
That is totally your right by the way, to think I’m wrong. But being rude and trying to highlight me as raging or trolling or whatever else isn’t a productive way of going about getting a solution either. You have the ability to provide screenshots and videos of your testing and prove me (or anybody else) wrong, so if that’s how you choose to spend your energy, go for it. I will humbly admit any mistakes I make.
the only time the longbow does more damage than the shortbow with rapid fire is above a 3000 attack rating.
Is it real info btw? If so, that’d explain why changing LB to SB in my build (3,4k atk) didn’t feel good.
I don’t have the exact attack rating anymore unfortunately :/ lost in somewhere in all my calculus scratch.
However, I remember at 29xx power rating, the shortbow doing about 8 more damage per arrow than rapid fire. Then I put some power runes on that armor and the power went up to about 3100 and rapid fire was then doing 3 more damage per arrow than the shortbow.
I don’t have the exact number simply because my gear and traiting doesn’t give me an exact in between number. But in the transition to breaking 3000 power rating, rapid fire FINALLY does more damage than the shortbow, but I would estimate that with maximum power, it never touches a double digit percentage. I could be wrong, but I’m not spending all my money in game to stack the maximum power level just to see if I’m off.
I can speak for it being at maximum for myself, about a 4% difference with the maximum power I could stack, not counting crits.
This still has to be factored into the fact that the shortbow is always shooting this speed, and the longbow Rapid Fire is a cooldown skill. Meaning that it isn’t going to do more damage over time, and the burst with the longbow with vulnerability can do a rounded 15% more damage if the whole thing lands (we have limited options to set it up to guarantee that damage), so overall it’s a really marginal thing that should be updated so that the longbow is the clear winner in power damage over time.
OR, make the burst super strong, but make the weapon have poor sustain damage. Either option is a fair design choice.
(edited by jcbroe.4329)
the only thing that connects SB with any quickness and can be recalled here is when they fixed some bug that caused SB Auto-Atack break themself when on quickness.
some person I assume never noticed that by the while sb auto on quickness have half of its animation and didn’t hit anything (and though that they were shoting so quickly)
and when that was fixed, the only thing that those ppl noticed that they are no longer shoting so quick that computer don’t render the half of shot animation and started to raging that was hidden nerf.
end of story.
as for now jcbroe is behaving as those ppl.
I only ask – before You’ll start raging (All of You) test things that You think was hidden nerfed – if in this case Things are weker that it used to be report a bug. and start raging only when ANet admit that wasn’t a bug and was intended.
eot for meUmmm, my shots hit with QZ back then…I don’t know what you’re talking about..
that was a huge form of our burst, running up someone, popping QZ, and unloading in their face with SB1.
When they ended up doing the “animation” fix, it was very very noticeable….
It’s okay, he’s just a troll. Notice how he called me out on something that didn’t make sense, with no understanding of what has been actually said, or realizing I haven’t even been participating in the shortbow nerf conversation? It’s okay dude, don’t waste your time and use it to keep making movies or having intelligent discussions.
@Chopps; you’re right, the shortbow fires the correct amount of arrows within the duration of quickness, there is nothing broken about that aspect of it. It’s more a psychological issue than anything else, the shortbow fired so fast before the 2 updates (shortbow fire rate reduction and quickness nerf) that the feel on the shortbow quickness just doesn’t “feel” correct anymore.
But I can’t get the number of arrows to be different than what they should be, so I’ll assume it’s just psychology after getting used to the old feel of the weapon.
Saying it is additive isn’t raging, it’s the truth. It isn’t increasing exponentially. The UI displays the added damage total as each hit is fired, while the battle log displays the damage per arrow (for instance, no crits would be 300-400 each hit for 10 hits equaling the 3k damage listed on the tooltip).
It’s a sequence, not a summation. The mesmer greatsword and the elementalist scepter both do the same thing (show a summed total on the UI, but the individual, linear, fairly static values in the battle log).
It can be tested just by realizing that in a single rapid fire on a golem in the mists, there is no way that you are doing the suggested 18-20k damage (without crits at that) because that would be outright killing them.
I wasn’t raging, I was being nice and using a vocabulary word.
If I took the time out of my day to respond to your trolling with a video showing that the only time the longbow does more damage than the shortbow with rapid fire is above a 3000 attack rating, and even then the most it ever does not crit is like, 2-4% more damage depending on how high you stack power, I would hate myself.
I’m sure there’s other forum users that will oblige you though, while the rest of us continue our educated balance discussion.
(edited by jcbroe.4329)
it was a 7% damage nerf per shot.
No, it was not a 7% damage nerf per shot. No one anywhere even suggested that the damage decreased. The entire change and controversy was about rate of fire.
Below is an old quote from Anet:
“JonPeters said:
Took a couple of days to get debugging in on this. It is in fact a 40ms difference which equates to about 7% less damage when spamming 1. We made this change because it was creating some animation bugs to leave it where it was. It was also encouraging just spamming 1 which isn’t the most fun gameplay. If our data shows shortly that shortbow is now not effective we can certainly address that, but would do so by improving other skills on that weapon rather than by reintroducing the spam on 1 and the bugs that it was creating.”
That still doesn’t take into account that the damage gets nerfed more than 7% when using quickness.
Unless I’m missing something, if damage is nerfed 7% through rate of fire reduction outside of quickness, and quickness was a 100% attack speed increase, it would mean that damage while under quickness gets nerfed 14% from what is was before under quickness.
Then you would have to do some math to figure out how much quickness you could obtain in a minute, then convert it to down to seconds, then factor it in to some more math with the 7% reduction without quickness to get the actual DPS percentage reduction, if we’re talking about overall potential DPS.
The point is, it’s a little sneaky just saying something like it’s a flat 7% damage reduction.
Am I the only one around here who actually thinks the distance to damage ratio thing for the longbow is a cool feature? I wish that feature was more consistent with the other skills in the longbow set. Then again I don’t use longbow as my main weapon; it’s more my initiating weapon before swapping to greatsword to close the distance.
It’s a very interesting idea but it wasn’t implemented well when you take into account the rate of fire with the different damage values.
Instead, it would have functioned much more fluently if the base damage was competitive/viable, but then beyond a certain range, it gained bonus damage (similar to how a thieves backstab base damage is high, but twice as strong when flanking).
Let’s say, specced full power within 1000 range, the longbow is doing 700-800 noncrit (it fires at 1.25s, meaning that the damage per second is actually less than the damage per hit), but then beyond 1000 range, it does 1100 non crit. Obviously this is only with 1200 range, with 1500 range traiting, having 500 units with an ability to do that type of damage is a bit unreasonable.
But if it was only between 1000 and 1200 range (1200 inclusive), it would force the opponent to either dedicate attacking the ranger and reduce the amount of damage they take while getting in on the longbow user, or get out of their range.
As it stands, long range shot just falls short in practice.
Yeah it’s pretty ridiculous.
As Furajir brought up (somewhere else), if you ping dagger 4 in chat, it still say 1 and 1/4s evade, so the tooltip is screwed up only on the rangers skillbar (not sure if the length of the evade has been changed).
However, I haven’t ever been able to get dagger 5 to say 1200 range in the chat. It’s only on the rangers tooltips, and only outside of combat. Also, Dagger 5 definitely does not travel the 1200 range it should be traveling, and I don’t think the most recent update has done anything to it (it seemed like it was functioning like that in WvW for me for about a month of what I can remember).
Rapid fire is additive, one.
Two, if the argument is that Rapid Fire is okay because it has a skill with a cooldown that can do what the Shortbow is always doing, then I’m mindblown.
There’s no reason why the longest channeled attack in the game on one bow on one class can only do enough damage to keep up with the autoattack of another bow some of the time on the same class.
There’s not a single justifiable reason for that.
I belive Rapid Fire is meant to be a close range attack for LB. This weapon is designed to reward staying at range, so it doesn’t deal as much dmg in close, but we have 2. in case we can’t stay at 1000+, but it’s not worth it to change weapon or swap is on CD.
At least that’s what I think about how it’s supposed to work. It’s other thing if it’s good design at all
The point isn’t that I think it should be doing big damage. It should just be doing more damage than the shortbow lol.
There is no reason why the shortbow should even compete with the longbow as a power weapon. It’s a poor design and doesn’t offer enough role distinction for weapons.
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