Two weeks of humanity streaming from Kryta into a neighbouring zone that has no humans. Then have the Krytans engage in a couple centuries of genocide, followed by neglect. It’d be more interesting than any of the other LS updates so far.
I don’t even know anybody who buys gems, it’s more a matter of how can players who have real lives compete with ‘hardcores’ whose 24/7 farming constantly damages the economy?
Just a note, and this should be put out each and every time someone who thinks farming hurts the economy. By definition, farming adds materials to the game – this results in an overall DROP in the price of the materials. Farmers are not to blame for inflation.
Comparatively, the power traders, who add literally thousands of gold to the game daily, directly cause inflation, even after allowing for the TP “tax”.
For real life examples, read some history. Adding more money to an economy, without adding goods to offset the money, results in runaway inflation.
Haviz, personally, I’d bump the rewards on the other stuff up. Nerfing something to make other things attractive doesn’t work (see ranger, shortbow nerf. it didn’t make people love the longbow.) Making something more attractive than the champ farm is the path I would choose.
That way, people who are bored with the train have appealing options, and folks who honestly want nothing better than running in a circle don’t get nerfed because someone doesn’t like how they’re playing.
That said, I could live with changing up the queensdale champ rotation or respawn timers. It is a toxic environment for people just starting out. Make some other zones appealing to the train-farmers, let new people figure the game out in peace.
Later, eh?
Stale
I know he was trolling – but I want a guardian’s true roll to be out there, for any others that read this thread.
I’m supposed to buff my party. Healing is your own concern. If regular blocks/blind enemies/protection/stability isn’t enough for you… well, learn to dodge, I suppose. There’s a difference between not being insane about the speedclear, and not knowing how to play at all.
Ranger sword 1 still rooting?
Why should i get 300 points in precision and 30% more critical damage if i want to use traps?
Maybe they’ll up the physical (direct, even) damage on traps, for those of us who run power builds.
The 1H sword thing, yeah, that’s bad, and it’s still being ignored. Still, if these changes make it in, this is the single best patch for rangers since release.
Also, anything that addresses the sad state of the ele is just good.
This actually looks very nice. If (IF) the ele and ranger changes make it in, that’s huge. Still nothing to address ranger 1H sword, but I’ll take what I can get.
LF3m bearbows , ping cleric gear on join .
Stack=kick
Good dps=kick
Skip= kick
No wipe =kick
Pro = kickPut this in your Lfg and those elitists will never join again .
K, looking at this, and all I can think is;
I’m anti gear-check, so what you wear is your business.
If the bearbow was amusing, I’d put up with them a lot sooner than the speedclear ragers. (all I can ever picture is the angry german kid.)
Stack – there’s places where it’s useful (exploitative and breaking the game, but hey. queen spider and final boss of AC p3, it works, so whatever.)
My personal DPS is good (guardian, full zerker, 10/30/0/30/0, and I know how to dodge). I give the benefit of the doubt that most people understand how to deal damage.
Skip – depends on how you view skipping. If you’re running past mobs that will hamper people coming back from a WP, then yeah, imo you’re doing it wrong.
No Wipe – that’s my expectation. I don’t recall the last time I had a full wipe in a dungeon run.
Pro – if that’s how you describe yourself, I figure you should go somewhere and apply a taser directly to your genitals, repeatedly.
I put non speedclear because, to me, that’s no fun. I point out before we go in that the group isn’t doing a speedclear. Probably not going to kill everything, but if it get’s close enough to aggro, it will die. People agree, then, partway through, start to rage that we’re doing it “wrong” because they insist on trying to avoid/run through groups, and die because the rest of us are clearing out the area.
Time difference in HotW or AC is negligable, assuming everyone knows the dungeon.
Meh, whatever. I hope that Anet adds “vanquish” mode to the dungeons, or something to encourage people to actually play the content, instead of skipping it. Till then, guess I’ll have to learn this week’s approach to clearing each path.
Agreed. I always feel the game artists have been watching far too much anime. The non-flamy/spikey armours are cool, but there’s very few of them that actually look decent.
http://wiki.guildwars2.com/wiki/Heavy_Plate_armor is good.
http://wiki.guildwars2.com/wiki/Ascalonian_armor is bad, but at least it’s not on fire or covered in spikes.
http://wiki.guildwars2.com/wiki/Nobleman%27s_armor is good.
http://wiki.guildwars2.com/wiki/Reinforced_Scale_armor is also alright, since it looks like something that could exist.
Phalanx armour is in the right area too. Everything else seems to be on fire/covered in spikes/inspired by cartoon barbarians. This is an area where GW1 got it right, and the sequel fails hard. The same issue exists for the medium and light armours as well.
Hey folks,
This is going to be part rant, I’m sure. Just had my third failed run of HotW – in a row. Maybe someone here can point out what I’m doing wrong.
1 – advertise on LFG.com that it’s a dungeon party, paths 1/3, non-speed clear, anyone welcome.
2 – party fills, we start.
3 – two of us start killing things, room by room, not stacking, not jumping across gaps like squirrels on amphetamines.
4 – two or three of the other party members start raging about “you’ve got to stack here 111!!!!11!!!” or “skip the trash, noobs!”
5 – I point out that we advertised for a normal clear, and made sure everyone knew about it before we started.
6 – I get kicked, and since I make sure I’m the one opening the dungeon, the instance ends.
Seriously, people are joining without reading what the group is, then lying when asked point-blank whether they’re ok with the run taking 15 minutes instead of 12. What is wrong with people!
Also, dear Anet – you could make the dungeon’s more engaging for people if you had a “vanquish” mode, that gave substantially better rewards for clearing the path(s) you’ve chosen instead of skipping 99%+ of the content in an attempt to save a minute of time.
Blarg – rant off,
Stale.
Hello all, I looked into this because we intended to have a release note for the changes to the champion loot.
We did modify the gold and bloodstone dust coming from champion bags, and a release note will be added shortly.
What I can tell you is that we made a mistake, this one fell through the cracks and I’m truly sorry. I’ve promised before that we won’t make stealthy economic changes without notes and I mean to stick to that promise.
Thank you all for pointing out the error, we will be more vigilant in the future.
Good luck in your adventures.
John, I know you’re not allowed to let too much slip, but to your knowledge are there plans to increase the reward anywhere else in game?
As someone who plays on a schedule that forces me to be a “casual”, the champ farm was one of the extraordinarily few ways to make gold reliably in-game.
Later, eh?
Stale
Been suggested many times, and discussed to no end. While possibly easy to code, it could cause all sorts of issues, gameplay-wise. Requiring the player to dodge to save the pet, especially when not in the same place, is probably not a good direction to take the profession. I do think something needs to be done, though. Increased health pools on pets was a good start.
One of the simpler suggestions would be a short pet evade instantly on pressing F3 (with ICD), so you can recall the pet and actually have it avoid the thing you were trying to get it to avoid by recalling it.
This, please. Beyond the fact that we desperately need something like this, I just really, really want to see a drake do a barrel roll.
my suggestions for traps :
1) grandmaster trait condition duration and cooldown reduction removed . Condition duration applied by default , 20% redution moved to the master tier trait
*2) physical component damage increased , especially to the spike trap . Making traps useful with power builds *
3) new GM tier trait that transfers a conditions from the ranger to people who step in traps .
There, i fixed it and made ranger much more versatile
This. Ten billion times, THIS. I’d run traps, except that with my current gear/traits, slotting traps actually lowers my damage potential. The loss of utility/survivability for something that does poor, not even mediocre, but outright poor damage, isn’t worth it.
EDIT: bolding that bit didn’t work. It’s where the asterisks are.
whole thread is empty? huh?
Forum software glitch. If the previous page is full (50 posts), you get a blank page.
Just another forum software problem.
Yeah, I deleted that once you posted, since it served no purpose. Bleh, forums.
I’ve hit a point of “why bother” where alts are concerned. Need to get two crafting disciplines up to 500, and two or three more in the short term future. What little wvw rank I have is tied to one character. Map completion is tied to one character (sadly, my first character, who I don’t play because the class is in such a sad state.)
Most played -> least played.
Guardian – WvW, a dungeon or two now and then, world bosses if I get online exactly at reset so they’re not ghost towns. (90%+)
Warrior – when I’m too lazy to want to think, and still want to wvw/dungeons. (~5%)
Ele – log in, look at what the class could be, try not to cry, then curl up and cry anyway. (Once a week.)
Ranger – log in, wonder how the literally thousands of suggestions to fix the class get ignored, log off, probably go play something else in disgust for a while (biweekly)
Spare slot that has had one of each of the other classes on it, and the playsyles aren’t my cup of tea.
EDIT: of the spare/deleted chars, thief was probably the most entertaining, but I found I was behaving in a way I didn’t like in myself. (abusing a set of mechanics to basically troll people in wvw).
I’d be fine with this if it were only the Queensdale farmers getting hit. Since I quite often run frostgorge in a party of 3-5, and we’re the only ones there, getting our reward nerfed into the ground is painful.
So, to be able to afford trying to hit the goals I want (insane gold req. for getting Weaponsmithing/Artificer up to 500 so that I can be on level with others in wvw. Having some spare gold to trade for gems to get character slots/storage space, and maybe, one day, saving enough for a precursor – right.) my only option is to… what, buy a few thousand gold and try to manipulate the TP like the other rich people?
I’m sorry, boys and girls, but the champ train was the one reliable source of income for those who don’t want to 1) buy gems -> gold. 2) run an unfun dungeon on a class you may not want to play, 3) abuse the TP system after buying gold.
It’s worth noting, I don’t enjoy speedclearing – it strikes me as being the complete opposite of how the dungeons are supposed to be done. (I’d love to see a dungeon “vanquish” mode, that rewards you at a much higher level for clearing every baddy on the path you chose, instead of skipping 99%+ of the dungeon.)
Current ways to make decent money (decent = 3-5g after 2-3 hours of play)
- Running dungeons till your fingers bleed, if you’re into speedclearing, if you have the right profession(s).
- Being on a server where the invasions actually get done. From what I can tell, the current invasion actually empties the zone on IoJ. Someone else pointed out the rewards from the invasion are the coffer/bags, and if they’ve been nerfed, that reward just got borked too.
- Have enough money already to effectively play the TP.
- Be online exactly at server reset, to join the meta boss runs – or get godly enough to solo all the bosses/temples. (I’m not good enough to solo the temples, and I’d have to quit my job to be online at server reset.) Or spend a good chunk of my game-time server hopping to figure out where a set of temple runs is happening when I’m on.
- Until a couple days ago, grab my wife and a couple guildies, and go do frostgorge for a couple hours. (going to collect bags today for myself. Not that I don’t believe the rewards have been nerfed, but I always prefer to see for myself.)
- Buy gems.
Yeah, the post rambles, but I think I covered everything. Need sleep or coffee.
(edited by stale.9785)
Copy/Pasted from another thread.
After playing this game for over a year I would like to give an example of what I believe a true living world should be.
First and foremost it NEEDS REAL consequences for failure. If you have centaurs taking over a town when you fail, why must they end there? If given long enough the centaurs can and should take the whole kitten map, enslaving and forcing the npc’s within the areas to be hostile to the PC’s (similar to a flipped keep in WvW). Waypoints, once the map is taken, should all be contested, making the trip to that map impossible save for entering through a nearby map. And why stop there, if the centaurs form an alliance with the dredge they could start controlling even more of the maps. If however they are at odds with the dredge we could form a temporary alliance with one side to defeat the other or at very least see then openly at war with one another.
Large scale invasions like scarlet should be epic in scope (destroying maps/npcs) until rebuilt/defended by the PCs for an extended length of time. Supply runs similar to what we see in Cursed Shore would be a good start, but much more widespread. IF these rebuild actions are not taken by the PCs then they should just lay there rotting (needing more supply runs in the process to repair) until they are done!
I guess my whole point to this post is that without real meaningful consequences we may as well be furniture. Devs please take a page from the way some things in WvW are handled; leaving WvW to the enemies will leave you having to ACTUALLY WORK to regain your ground, and IMO it should be the same in the PvE world. Until it is done in a way that we can and do get hooped for letting things fail, we are no better than bystanders in your game.
Added after concern was posted in regards to day/night cycle and defeat
The day/night cycle would indeed be a pest, however with the extent of data anet gathers it could be handled IMO. For instance they could adjust the events to “fire” only when the server in question has the population to handle the events. The logic behind this could be the enemies have to sleep sometime too. Unlike in WvW where we the players run the show, in PvE it could be made to more suit the population that is in the current area/world.
Also as to the ressing npcs, it could be implemented as you progress into the map. As you free villages/npc’s their militia (a few npc fighters) would come with you to capture the next town and so forth. These npcs should rez the fallen similar to the veterans around the keeps in WvW. As waypoints are uncovered they should become uncontested etc etc.
I’m not saying that there are not many many things to consider with making a living world that would feel alive, but it would be nice if it were to feel less like trying to breath life into a corpse.
Thanks for reading and for opening this topic for your players!
Hire this guy, or at least use his ideas.
Please stop the champ trains. I want to kill whenever whatever.
Short answer : no.
Long answer : no because other players have the same right – and they can choose to organize and play whatever way they want.You’re free to try to kill champs and compete with the zerg.
This guy really gets it. The farmers can be kittennozzles, but the people who complain about the farmers are worse. Just do your thing, ignore the zerg, and try not to cry when they come by and you’ve only done .05% damage or died, and they wipe out the champ you let eat your face.
GW1 with jump and dodge.
EDIT: by that I mean – no stat grind. Skills that have to be found in the open world. No stat grind. NO STAT GRIND. You know, that one thing they kept on about for 7 years. NO STAT GRIND.
BiS gear easy to attain at max level. Max level not being some ridiculously high number. Skill over money/time. You know, I want the game I paid for now. If it takes them a few more years to make, well, I quite likely won’t spend another dime on Anet again, but I could see doing so were they open and honest about the game they were making.
(edited by stale.9785)
Conceded. I’m off, wrong, and gave the wrong number. I’m bad, terrible at math, and that’s STILL far too many pet related traits/skills. To me, the signets are the worst offenders.
Caveslug – F2 should interrupt whatever action the pet is preforming. It doesn’t, but we should keep demanding this until they get the idea.
Yeah – no coffee, my math is bad
so drop it to 30/20/20, and lost “hide in plain sight”. still ahead of where we are now.
OK – for the nasty, NASTY PM claiming I’m trying to ruin your bows. (work on vocabulary too – 11 motherhumpers in 5 sentences is too much. I’ll post reply here instead of just reporting/deleting it – and I won’t post your PM, since you’re generally a nice guy on the forums)
Take my traits, and build 30/20/20/0/0
You get:
Marksmanahip:
All the major traits. Opening strike, Eagle eye, and yet-to-be-determined.
6. Quick Draw – bow skills recharge 20% faster.
8. Piercing Arrows – your arrows pierce Targets.
11. Read the Wind – your arrows travel 100% faster. (that’s twice as fast)
Skirmishing:
Tailwind and Furious Grip
6: Disrupting Accuracy – 30% chance to interrupt on critical hits with bows.
7: Spotter – Increases precision of nearby allies.
Wilderness Survival:
Natural Vigor, Companions Defense
5: Wilderness Knowledge – Reduce recharge on Survival Skills.
6: Survivalist – Using a survival skill blinds nearby foes. (new trait)
To me, that would give us a far more powerful archer than what is currently possible.
Also, for the added bonus, with some trait swapping, you could be a sword/WH wielding trap setting monster, or a signet using greatsword wielding Aragorn type.
Believe me, I tried to think of all the possible builds while I was doing this. Really, I gave beastmasters the least thought of any, since it’s a style of play that doesn’t appeal to me, but I didn’t even ignore them.
EDIT: without coffee, my math is bad, and I feel bad. fixed.
(edited by stale.9785)
Also, just redid something from my notes – I’d meant to consolidate Opening Strike and Precise Strikes – but that leaves me with a unfilled 25pt Grandmaster slot. Suggestions?
Hedgehog – what would you change Opening Strikes to?
Deciever, right now condition removal (with my traits) are Evasive purity (20pt investment) Signet of Renewal (removed the active that kills your pet – clears all conditions instead) or, the expected Empathic Bond. I never used it, doesn’t seem worth the 30pt investment to me, but I know that many many bunkers use it. There’s also Healing Spring. I agree we need more on-demand condition removal, but I thought these were a step in the right direction.
OK, going to try to take all of these in one fell swoop, so bear with me.
Ryu – I personally never used the ranged trap option, but the other trap traits, to me, should be available with far less investment into a trait line. A little lose-lose in choosing is standard. To me, the ability to set a trap from range is extremely powerful, and deserves the grandmaster ranking – same with bark skin.
Sina – thank you. It seems to fit there better, in terms of flavour, anyway.
Whyme – with this trait setup, 30/20/x/x/x gets you every possible bow related trait.
Rym – I was running low on sleep, and just outright stole a trait from the ele traitline. If you can suggest something that’s not OP, but makes sense (and probably not bow related – remember, it’s also the power tree)
Chirspy – based on your views in previous threads, you and I will never agree on things. I say ranger, as it is, is hopelessy broken – you’re one who disagrees.
Atherakhia.4086 – I changed the signets to always affect US, and only affect the pets if you take the signet of the beastmaster. Read the Wind is to offset the fact that you can side-step and avoid all the longbow attacks. Increased projectile speed = harder to dodge. The other grandmaster traits you mentioned I didn’t alter because they seem to have niche uses. That, and it’s seems presumptuous to alter everything.
Chrispy/DeceiverX – the 15% crit chance is taken DIRECTLY from guardians. If it’s not OP for them as a grandmaster trait, it’s not OP for us either.
I’ve also spread more condition removal around – just the changed signet does that.
Re: nature’s wrath. I literally couldn’t think of one situation where it was better than the alternatives. Ever. Possibly I’m missing something from the 5v5 playstyle – I only do PvE (champs and dungeons) WvW and guild stuff. I admit I’ll have blind spots.
Also, for the record, when I do play my Ranger (which is rare, these days) it’s as a longbow/greatsword setup. I’m aware of the different playstyles though, and have no urge to neuter them.
Aden Celeste – thanks for the praise.
As I’ve set things up, anything should be viable with minimal investment. Want to be a bow wielder? 30/x/x/x/x. One handed weapons more your style? /x/30/x/x/x. Traps and survival? x/x/10-30/x/x. Even a build that’s 20/20/20/10/0 gets decent bow use, team support, survival with decent PBAoE traps, and spirits.
My goal was to make the 30 pt investment make good options great, while lesser investment still is worthwhile – something lacking from the current setup. Right now, each of our traitlines is essentially go 30 or go home.
Once I have more coffee in me, I’ll try to think of some decent changes based on criticism – but I’ll be working all weeekend as well, so I probably won’t do many updates till Monday.
Keep the discussion going, folks!
Chirspy – open up the wiki, grab ranger traits, start counting. Like every class, we get 75 traits. Of those 51 are pet tied traits. That is, 51 of them are either “your pet” or “you and your pet”.
That’s why there are so many changes to trait locations and traits in my other thread.
That’s why I started this thread, and wrote that giant wall of text in my “comprehensive” thread.
I want the option to be:
-that guy with a longbow, messing you up from across the field.
-that jerk with a shortbow, interrupting the silly spellcasters while they try to nuke me.
-a medium armoured skirmisher, capable of dodging you close up then impaling you on my sword.
-that forest dwelling freak who can set traps that mess you right up.
-an animal loving guy, who’s pet cat just ate your face.
don’t make me a broken mix of all of them, let me be one at a time, and do it well.
Hey Colin,
I would like to see Anet address the insane particle effects.
I can never anticipate when to dodge the statue of dwayna attacks because of this. You can barely make out the enemy model. Particle effects are nice and all, but in gw2 they are overly done. I don’t think I’ve ever seen this issue in any mmorpg I’ve played.
Thank you for posting this! Temple of Dwayna event seems bugged because the effects are 1000000000000x it’s normal size and flashes on the screen at an obscene rate, I’m really surprised no one has had a seizure.
I know its bad, when Anet told us about the new option that will limit particle effects I was excited. But when I actually tried it, I found it no different than it was before. Its quite disappointing.
There are no casting bars in gw2, so anticipating when to dodge is done by looking at the enemy’s animations. Unfortunately this is proven to be impossible when you have particle effects on bosses like the screenshot I posted.
I can state firsthand that the only thing I’ve seen cause a seizure from this game is the Flamethrower effect. Something about it, it strobes. This is bad. My wife is epileptic, and it’s caused one seizure already. Nothing else in the game does, though I agree the particle effects are BAD.
They need the “tone it down” button to actually, you know, change anything. Then we need a customisable UI – let me move the components, resize them, outright remove them if I don’t want them on my screen. Please?
Deceiver, I’m aware that the pet accounts for roughly 40% of our damage. I felt that a buff of 40% would be overkill though. I’m all for that level up buffing, but I know people would crawl out of the woodwork screaming about how OP that would make rangers. Depending on other’s feedback, I’ll edit the OP and change that particular value.
Thanks for reading, and I’ll go through and update the OP’s as suggestions roll in. Also, I know there’s going to be people coming out of the woodwork defending the ranger as-is, but I’m going to ignore them, mightily. The ranger, as-is, is complete failsauce. There’s no excuse for this.
(edited by stale.9785)
These are changes to make the focus on the ranger, rather than the pet, and to allow for some more variety in how we’re building our rangers. Just so it’s clear, the default behaviour of the signet Active will affect the Ranger, they’ll only affect the pet is you use the new Signet of the Beastmaster.
Skill changes.
Signets:
Signet of Renewal – Passive: Remove a condition from you and your pet every 10 seconds. Active: Remove all conditions. Cooldown 45 (forty five) s.
Signet of Stone – Passive: Improve toughness for you and your pet. Active: Gain 8s Stability. Cooldown 60s.
Signet of the Hunt – Passive: You and your pet move 25% faster. Active: Gain fury for 10s. Cooldown 40s.
Signet of the Wild – Passive: You and your pet have health regen. (200hp/s) Active: You gain protection for 5s. Cooldown 60s
The signet changes are all based on the warrior and guardian signets. If the signet effect isn’t OP on a warrior or guardian, it cannot be OP on a ranger.
1 Handed Sword:
Remove the leap/root function from the Auto Attack, change it to:
Slash – Slash your foe.
> Thrust – Cripple your foe
> Lunge – Stab your foe, your pet gains might
Monarch’s Leap – Leap to your foe, crippling them.
1H sword upsets a LARGE percentage of the ranger playerbase, due to the root on the auto-attack, and the inability to dodge. This is because of the animations that alter the foot position from basic movement. Do away with the leap/kick animation, and you’ve done away with the rooting problem. While some players (pvp folks) will complain, it would be, overall, a buff to the 1H sword.
Longbow:
Long Range Shot – remove range restriction.
Splinter Shot – Shoot an arrow at your foe – this arrow shatters, causing X damage to nearby foes. (new skill)
Hunter’s Shot – Shoot an arrow at your foe that grants you stealth when it hits an enemy. You gain Swiftness.
Point Blank Shot – Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back.
Barrage – Barrage the target area with a hail of arrows that Immobilize for 1s.
The changes here are obvious ones – the range restriction on the LB is just bad, and devs should feel bad for putting it in game. Rapid fire, while fun, isn’t a huge DPS gain – replacing it with a small AoE can only improve our overall DPS. Putting the swiftness on the ranger instead of the pet via Hunter’s Shot is in line with making us more player-centric than pet-centric. Barrage get’s immobilize because, hey, it’s group utility.
(edited by stale.9785)
Beastmastery:
A: Loud Whistle – Reduce rechage on pet swap
M: Zephyr’s Speed – Gain 4s quickness on pet swap
G: Empathic Bond – Pet’s periodically take conditions from you
1: Speed Training – Reduces recharge on pet skills
2: Master’s Bond – Your pets have a bond with you that increases their attirbutes each time you kill a foe – only resets when defeated.
3: Shout Mastery – Reduces the recharge on shouts.
4: Expertise Training – Pets deal extra condition damage.
5: Commanding Voice – Pet F2 skills recharge faster.
6: Agility Training – Pets move faster.
7: Rending Strikes – Pet’s cause bleed on critical hits with their basic attacks.
8: Beastmaster’s Bond – You gain might and fury when your pet’s health falls below 50%
9: Intimidation Training – Pet’s F2 abilities cause cripple when activated.
10: Thick Hide – Pet’s gain 5s protection when taking more than 10% of their HP in damage. (new trait)
11: Companionship – your pet gains 25% boost to Power/Toughness/Vitality/Precision (new trait)
12: Natural Healing – Your pets have native health regeneration.
Lots and lots of changes here. The pet based traits from other lines got moved here. Just did away with traits that (IMO) are completely useless. Made other’s (the training style traits) universal across pets.
Pet base functionality would always include alpha training (pets have opening strike) and Fortifying Bond (All boons are shared with your pet)
(edited by stale.9785)
Nature Magic:
A: Rejuvenation – Gain regeneration when your health drops below the threshold.
M: Bountiful Hunter: You and your pet deal more damage when you have a boon
G: Natures Renewal: Gain healing power based on your vitality (new trait)
1: Circle of Life – Create a healing spring on your pet’s death. (new trait)
2: Concentration Training – Boons applied by your pets last longer.
3: Nature’s Bounty – Regeneration you apply lasts longer.
4: Vigorous Spirits – Spirits have increased health and a greater chance to trigger their benefits.
5: Strength of Spirit – Gain power based on your vitality.
6: Nature’s Protection – Receive protection when you take damage greater than a percentage of your maximum health.
7: Nature’s Vengeance – Activated skills of spirits are larger and trigger when the spirit is killed.
8: Evasive Purity – Dodging removes blind and one other condition from you
9: Two Handed Training – Greatsword and spear damage is increased
10: Melandru’s Boon – Using a signet grants 5s vigor. (new trait)
11: Spirit’s Unbound – Spirits can move and follow you.
12: Nature’s Voice – Shouts apply regenration and swiftness to allies.
Fewer changes here – mostly adjusting some traits, and adding new ones to replace traits moved to Beastmastery. Most notable would be the change to Evasive Purity.
(edited by stale.9785)
Wilderness Survival
A: Natural Vigor – Increases endurance regeneration by 50%.
M: Companions Defense – You and your pet gain protection on dodge.
G: Peak Strength – Deal extra damage while you HP is above threshold.
1: Soften the Fall – Create Muddy Terrain when you take falling damage. You take less damage from falling.
2: Expert’s Focus – traps recharge 20% faster (new trait)
3: Shared Anguish – Incoming disables are transferred to your pet instead.
4: Vigorous Renewal – Gain vigor when using a healing skill.
5: Wilderness Knowledge – Reduce recharge on Survival Skills.
6: Survivalist – Using a survival skill blinds nearby foes. (new trait)
7: Trap Potency – Conditions applied by traps last longer and traps cover a greater area. (new trait)
8: Oakheart Salve – Gain regeneration when you suffer from bleeding, poison or burning.
9: Hide in Plain Sight – Applies camouflage when you are dazed, knocked down, launched, pushed back, or stunned.
10: Expert’s Dexterity – Survival Skills grant 5s Fury on use. (new trait)
11: Bark Skin – You and your pet take less damage while you HP is below threshold
12: Trapper’s Expertise – Traps now use ground targetting 900 range
I moved traps based traits here, because, well, conditions, duh. Added new traits revolving around survival skills, since they have the potential to be powerful, but as is are rather, meh.
Also broke up the trap traits into different chunks, so that running traps would be viable without going full out into the line, and be very powerful when traited for fully. No more all-or-nothing. Now it would be “good – better!”
(edited by stale.9785)
Skirmishing:
Major Traits
A: Tail Wind: Gain Swiftness on weapon swap
M: Furious Grip: Gain fury on weapon swap
G: Hunter’s Tactics: Deal more damage while flanking
1: Pet’s Prowess – Pets do more damage on critical hits
2: Sharpened Edges – Chance to cause bleeding on critical hits
3: Offhand Training – Offhand weapon skills recharge 20% faster and have longer range.
4: Primal Reflexes – Gain vigor when struck by a critical hit
5: Companion’s Might – Pet’s gain might on critical hit
6: Disrupting Accuracy – 30% chance to interrupt on critical hits with bows.
7: Spotter – Increases precision of nearby allies.
8: Martial Mastery – Sword, greatsword and spear skills recharge 20% faster
9: Honed Axes – You deal more critical damage while wielding an axe in your main hand.
11:Bestial Fury – 10% chance to gain fury on critical hit.
11: Moment of Clairty – gain an attack of opportunity for you and your pet on interrupting a foe. Daze and stun durations you inflict last longer.
12: Practiced Stance – 15% increased critical chance when wielding a 1h weapon. (new trait)
Moved the skirmishing style traits to, surprise, skirmishing. Moved the trap traits to WS, since that’s the traitline that deals with condition damage. Added new traits.
(edited by stale.9785)
So, based on my last thread, this is a comprehensive class change to the Ranger. There are many players who are tired of being tied to the pet 100% of the time. The changes I suggest here are aimed at making playing a beastmaster still viable, while opening option for people who want to play a medium armoured skirmisher without the pet. I went line by line through our traits, moving the most pet-centric ones to beastmastery, rearranging others to places that make more sense.
First off, changes to the F1-F4 skills. F1 will act as a toggle for attack/return. F2 is still the pet F2 skill (this should interrupt any other action the pet is performing). F3 will be pet swap, F4 is now Stow Pet. When a pet is stowed, it will NOT come back out till summoned by the ranger. Rangers with a stowed pet gain a 30% boost to weapon skill damage.
So, we have traits:
Marksmanship:
Major traits
A: Opening Strike – you and your pet cause vulnerability with your first strike when entering combat. Opening strike always critical hits.
M: Eagle Eye – Increase longbow, shortbow and harpoon gun range. Increase longbow, shortbow and harpoon gun damage by 5% (longbow 1500, shorbow 1200)
G: Precise Strikes – Need Idea for here.
1: Steady Focus – Damage is increased when endurance is full
2: Melandru’s Wrath – Spirits deal damage when summoned. (new trait)
3: Keen Edge – use Shapening Stone when you strike a foe below the health threshold
4: Signet Mastery – Reduces recharge on signets
5: Predator’s Instinct – Apply cripple to foes you hit while they are below the HP threshold
6: Quick Draw – Bow skills recharge 20% faster
7: Predatory Season – Deal 5% more damage when within 300 range of your target. (new trait)
8: Piercing Arrows – All arrow attacks pierce targets
9: Beastmaster’s might – Activating a signet grants might.
10: Signet of the Beastmaster – active effects of signets also affect your pet.
11: Read the Wind – Arrows travel 100% faster (new trait)
12: Remorseless – Regain Opening Strike whenever you kill a foe or gain stealth
I moved most of the bow-centric traits to Marksmanship. Other changes are simply moving things around to more sensible positions. Added new traits
(edited by stale.9785)
Ursan – you seriously lack in reading comprehension my friend. Nobody anywhere in this thread is complaining about commitment to your guild. Nobody is concerned with your guild. Nobody cares if every last one of you poop gold bars, and we could too, if only we joined you.
That is not the point.
It’s easy to join. We don’t care. It has zero commitment needed – we still don’t care. What we’re discussing is the situation that resulted in needing your guild in the first place – that situation should never have arrived. This only touches on TTS in that TTS exitsts purely to kill the new Teq.
You keep saying the exact same thing – and none of it is germane to the topic at hand.
You misunderstand me, quite deliberately. I’m not asking for it to be reduced to what Teq used to be. What I’d love is for them to change the mechanics such that you no longer depend on the turrets or fail because of them, and some strategy other than “guard the folks who (we hope) know how to use the turrets, everyone else stack in one place”.
Change him so that a group of 20 or more guildies, bringing a mix of dps, healing and support (area heals, AoE damage, zerker frontliners, spirits, banners, shouts, wells, etc) working together to keep everyone upright and fighting can do him. IMO the turrets are probably the biggest fail mechanic, that and the timer seeming unrealistic.
Allow for massive scaling of his damage, HP and armor, for when we do get 80+ people together, but make his baseline scale to a level where you don’t need to find a guild who’s only reason for existing is gathering people together to kill him.
What can I say, I want everyone to be able to enjoy the content, and maintain a level of risk where you can fail if you’re not good enough. “Good enough” shouldn’t simply be massive groups winning through placement and luck (turrets are luck, and hoping you don’t get a mouthbreater or an outright troll on them).
Remove pets, implement preparations in their place.
Ok, first off, in response to the cheerleader. Hey there Ariette! I am one of the approx 60% of the ranger population (by post count through the last 4 months of the forums) that doesn’t want to have to spend my entire gameplay dedicated to babysitting a pet.
I know it’s possible to keep a pet alive pretty much anywhere – I’ve been playing ranger since the beta’s, believe me, I’m aware it can be done. If you’re doing that, though, you’re significantly hindering your DPS. Pet’s who are avoiding damage aren’t attacking, thus aren’t hitting, thus are removing roughly 40% of your available damage. Or you’ve built as a complete beastmaster, and bent your entire build to one goal – and it’s viable, and I even enjoy it, sometimes.
I want other options.
That said, I don’t want to take your pet away from you – I just want to change the focus of the class. My ideal would be for most of the pet traits, if not all of them, to be in the beastmastery line. (Think of the focus of virtue related traits in the Virtue line for guardian. Makes sense, almost, eh?) If you commit to high beastmastery, you should have a viable pet.
That said, let’s keep the current mechanic – just make it optional, like virtues are for guardians, or adrenaline use is for warriors (you realise that one of the most powerful builds for warriors only works though them NOT using adrenaline?).
So, let’s say that, instead of scrapping the mechanic, we have F1 be a toggle for attack/return, F2 retain it’s current function, F3 now becomes pet swap, and F4 becomes Stow Pet.
When a pet is stowed, the ranger get’s a 30% buff to weapon damage.
With that done, we’re free to go through the pet related traits that are outside of beastmastery, look at them, and either move or change them to free up some traits for the ranger themself.
(edited by stale.9785)
Copy/pasted from a different thread about general class balance. I gave my list with warriors as absolute top, rangers as bottom, everything else ranked the way I personally feel about them.
Interesting bit (possibly, or maybe I need more coffee) would be:
Issues:
Ranger: Bottom of the barrel. Pets don’t work. 51 of their 75 traits are directly tied to the pet. 8 of their 20 utility skills are directly tied to the pet. To get any one type of utility to be functional requires a 30pt investment in a traitline. One of their weapons has been broken since release, and many players have resigned themselves to viewing it as a feature, not a bug. The class needs serious attention. However, it does make an excellent bunker in 5v5 pvp. Spirit build was FotM, but is being toned down, because it’s terribly passive play, and somehow there’s a sense that one should never lose to the ranger.
Proposed fix:
Ranger: Make the pet optional. Give up already. Make it tied to beastmastery (you don’t put points in beastmastery? No pet for you.) Pet works like minions, where it’s additional damage, not part of the whole. Reduce their overall damage to the level of the utility minions on necro. Increase the weapon coefficients to increase the damage lost from pet. Make preparations the profession mechanic F1 for the next X seconds, arrows fly 50% faster. F2 Your next X attacks inflict Ys poison on your target. F3 Your next X attacks interrupt your target. F4 Your next X attacks inflict immobilize on your target. Remove current pet-centric traits outside of beastmastery and change them to effect the preparations.
When I’ve had more coffee I’ll expand on what I was thinking. In the meantime, discuss, abuse me, cry the ranger is broken or needs fixing. I’ll be sleeping or drinking coffee, and hopefully kicking my idea hamster into actually working.
(edited by stale.9785)
Every class should be brought to the level of the warrior, just with different flavours. Warriors are the absolute kings of survival, if you want to build them that way. They have the second highest DPS available in-game, if that’s the route you want to take. They can be built to support a party with better offensive buffs than any other class can provide, if that’s your flavour. They even do far better ranged damage than the ranger can.
Somewhere, there has to be one Anet dev who plays a class other than warrior (or thief. The 5 people I’ve seen repping Anet on IoJ only play warrior or thief. Tells you something, doesn’t it?)
[snip snip. I agree with the rest btw, I just try not to quote the entirety of long posts.]
Ranger: Bottom of the barrel. Pets don’t work. 51 of their 75 traits are directly tied to the pet. 8 of their 20 utility skills are directly tied to the pet. To get any one type of utility to be functional requires a 30pt investment in a traitline. One of their weapons has been broken since release, and many players have resigned themselves to viewing it as a feature, not a bug. The class needs serious attention. However, it does make an excellent bunker in 5v5 pvp. Spirit build was FotM, but is being toned down, because it’s terribly passive play, and somehow there’s a sense that one should never lose to the ranger.
If I could give you all the +1s in the world right now, I would do just that. Alas, I am only limited to one, but know that that one is given with all the love one could possibly give it.
Thanks? Ranger, being my main, is something I’ve given a lot of thought too. Not always cheerful thought, but hey. I want to love my ranger. I want all my alts to be as “Ready-to-own-anything” as my warrior is. Hopefully we can push Anet to that point.
Hopeful setup:
Warrior: Leave as-is. It’s actually in a fairly good spot.
Guardian: Do something to make spirit weapons viable. Revert PoV (pure of voice trait) to it’s previous functionality, (removing 2 conditions, vs it’s current 1) and you’ve got a wonderful support/DPS class. Doing anything to up guardian’s damage would make them stupidly OP. Upping their HP would make them insanely hard to kill. Making them better group supporters? Just perfect.
Mesmer: Someone else would have to tackle this – my mesmer is only lvl 32, and I’m not sure where I’d take them to bring them up to warrior viability. I like mesmers, and the good mesmer players (which I’m not) are frighteningly good. I’m a bad mesmer. Very bad.
Necromancer: Something seems off with the staff auto attack. Buff that. (Remove the sound, too. I’ll pay another $60 for them to just remove the bloody staff 1 sound.) Haven’t seen a viable full spectral build yet. Vampirism traits desperately need a buff. Need a reliable source of vigor.
Engineer: don’t care. See above re: flamethrower effect.
Thief: Stealth can’t be balanced the way it’s currently implemented. An entire traitline depends on lots and lots and lots of stealth, and reward you in the extreme for using it. Buff HP to ranger level, increase ALL stealth cooldown immensely, keep current rewards for it. Electrocute anyone who previously/currently abused HS/BS spam. Seriously, reduce the trolliness of the class, and leave the position/bursting skill.
Elementalist: This would be terribly easy to fix, were they willing. Buff HP to ranger level, make it so that across all weapons, fire was the AoE set, Air the single target set, Water the healing (duh) and Earth the survival. Put a stun break back on purge conditions, remove it from lightning flash (duh). Reduce recharge of staff weapon skills by a good chunk. Made attunement swap 10 seconds base, and investing in arcana able to reduce it to 5 seconds. Increase damage of weapon skills overall.
Ranger: Make the pet optional. Give up already. Make it tied to beastmastery (you don’t put points in beastmastery? No pet for you.) Pet works like minions, where it’s additional damage, not part of the whole. Reduce their overall damage to the level of the utility minions on necro. Increase the weapon coefficients to increase the damage lost from pet. Make preparations the profession mechanic F1 for the next X seconds, arrows fly 50% faster. F2 Your next X attacks inflict Ys poison on your target. F3 Your next X attacks interrupt your target. F4 Your next X attacks inflict immobilize on your target. Remove current pet-centric traits outside of beastmastery and change them to effect the preparations.
EDIT: for spelling and grammar – need sleep, but like thinking about fixing the ranger.
(edited by stale.9785)
Every class should be brought to the level of the warrior, just with different flavours. Warriors are the absolute kings of survival, if you want to build them that way. They have the second highest DPS available in-game, if that’s the route you want to take. They can be built to support a party with better offensive buffs than any other class can provide, if that’s your flavour. They even do far better ranged damage than the ranger can.
Somewhere, there has to be one Anet dev who plays a class other than warrior (or thief. The 5 people I’ve seen repping Anet on IoJ only play warrior or thief. Tells you something, doesn’t it?)
Current setup:
Warrior: Lords of all they survey. Little risk, vast reward. Only things they’re lacking is stealth and teleports. (wait for next patch though…)
Guardian: A bit below warrior, since you have to have your eyes open to play them. Far more fun (to me)
Mesmer: Probably the best utility class in the game, decent damage, but requires fair skill to play.
Necromancer: Condition AoE kings, and I think are terribly under-rated in game.
Engineer: No clue, other than they seem to be immune to condition deaths. Flamethrower effect has caused seizures in my wife, so I won’t play/group with engineers.
Thief: Broken. Everything revolves around stealth, which has no place at all in a multiplayer game. Without stealth, they’re fun, but not exactly viable. With stealth, they just scream “kittenol” all the way to the bank. When even the devs admit “making a thief retreat IS the victory” there’s something wrong.
Elementalist: Broken, but differently from the thief. Traits/HP/armour level are so messed up that there’s only been 1 viable, powerful build, and it got nerfed repeatedly because people on the whole are too stupid to bring stun removal. Right now counts as the highest risk with the lowest reward, and highest skill ceiling with zero payout.
Ranger: Bottom of the barrel. Pets don’t work. 51 of their 75 traits are directly tied to the pet. 8 of their 20 utility skills are directly tied to the pet. To get any one type of utility to be functional requires a 30pt investment in a traitline. One of their weapons has been broken since release, and many players have resigned themselves to viewing it as a feature, not a bug. The class needs serious attention. However, it does make an excellent bunker in 5v5 pvp. Spirit build was FotM, but is being toned down, because it’s terribly passive play, and somehow there’s a sense that one should never lose to the ranger.
This has been stated, with suggestions for fixes, about 5 billion and six times. It’s especially notable since they marketed GW2 as “play the game, not the UI”.
What’s worse is that the dev’s response, on the (extremely rare) occasion they acknowledge it, is; “get used to it, we’re adding more stuff! But you’ll like this stuff, we promise! MOAR STUFFS!”
One of the biggest QoL things from GW1 missing in GW2 was the universal changability (that’s not a word, but should be) of the UI elements. If you didn’t like where something was, or how large it was, or even it’s existence, it could be resized, moved or outright hidden.
WTB the dev team that did GW1, since they were competent.
Wow. Just wow. The sheer amount of fail in this thread is astounding. TTS, as amazing as it is at what it does, SHOULD NEVER HAVE BEEN NEEDED AS A SOLUTION TO SOMETHING BLATANTLY BROKEN.
Can you follow that? TTS is a bandaid solution to something that was deliberately and thoughtfully broken. It’s a workaround – your duct-tape on a leaky pipe, coat hanger holding the tailpipe up, kludge fix for something that is WRONG.
Nobody is saying that joining and repping TTS and carting yourself into an overflow won’t work – we know it will. We’re saying there is absolutely no reason for a world event, in a mid level zone, to require that level of commitment.
Imagine, if you would, you’re brushing your teeth – this is something I’d hope most of you are familiar with. Now, let’s say a toothpaste manufacturer made it so their toothpaste tubes could only be opened by cutting the bottom off. Well, you could open it – anyone could. It doesn’t change the fact that something simple got made needlessly complex for no reason whatsoever, and any normal person will just swap brands and use one that works like it normally would. This is what happened to Tequatl.
I get where Holland is coming from, Chopps. I’ve always gotten the impression that were Anet to outright half our damage potential, you’d find a way to spin the good side for us.
Boxwin, my understanding is that they weren’t going to increase the vitality, but the base HP before the vitality boosts. Kind of like ele vs warrior. Same vitality numbers, MASSIVE difference in final HP pool.