Make them skin vendors, since they serve no purpose otherwise. Not even stats, just geographically (or by order/race) appropriate skins. I support this.
Guardian, give more reason than no. We came for an argument, not a simple contradiction.
@ Marcus:
I spend an insane amount of time controlling my pet. Somehow the devs decided letting an npc account for nearly half of my ranger’s damage was a good idea. It’s a freaking handicap. No other class has that problem, and it wasn’t in gw1.
The reason I still play my ranger (i do have a warrior, and he is a far better ranged character, which is WRONG) is i prefer the flavour of the ranger. I just wish that they were still rangers, and not just beastmasters.
As far as AI controlled stuff attacking – it’s not that they don’t – it’s that they never maintain range (try it on ranged pets – they will ALL close to melee eventually- it’s been documented in the ranger forums) and they choose the most random pathing. It effectively means that the 40% of my damage (minimum) that the pet makes up doesn’t actually land half the time. Again, see how class mechanisms shouldn’t be a handicap. (Melee pets being rooted when attacking, thus missing, is also terribad.)
For the rest, it’s subjective. I had 3-10 builds for each class (except monk) in gw1 that I rotated through. In gw2, I have at most 3, generally 1 build for each class.
Dodging and random interrupts cannot replace things like power block, disrupting shot, savage shot, backfire or cry of frustration. Total strategic shutdown was possible in gw1, and just can’t be done here.
For lore/story, most often I feel that the next step in the story has no real motive behind it. I’m just tooling about doing whatever the walking salad who stars in my personal (ha!) story decides I should be doing.
Even the general quests had good reasons behind them, mostly, in gw1. In gw2, the hearts (which are closest to quests) are at best, boring, at worst, tedious. I’m a dude on a mission to kill an undead dragon. Why exactly am I carrying beer around?
Also, for a huge difference – the feeling of consequence. In GW1 I felt epic. I was the Prince’s companion, defender of the realm, defeater of the heretics. I beat the lich, I saved an entire continent, and later I banished a dark god.
In GW2 I’m the assistant to a salad person who keeps failing and takes ages to make up a plan (hey, maybe we should attack this evil undead dragon, eventually, after we kitten about for 35 levels) then takes over for some more apathetic fail. Yay.
It’s not that I dislike GW2 – it’s that they wasted so very much potential.
(edited by stale.9785)
Warrior: Make “Shake It Off!” clear 3 conditions.]
Elementalist: Buff staff according to my thread.
Guardian: Fix the scepter auto attack
Ranger: Change the ranger:pet damage ratio from 60:40 to 90:10
Necromancer: Find a source of vigor.
Thief: Make reveal last 10 seconds in wvwvw
Mesmer: Make everything less purple.
Engineer: Reduce the flicker on flamethrowers, please! (Has actually caused seizures in my wife twice.)
Edited again in response to PMs and two crazy dudes who keep harassing me in-game. (No, I’m not a dev, really. If I was, these changes would have happened.)
I’m also giggling because this is exactly what i’ve said, just less of it. I went through every single staff skill, and most of mine were simply duration based, or speed/animation based… whereas yours are speed/animation and aiming, without worrying about the durations on the fields.
After so very much dissent, too…
I’d +1 again, if I could.
EDIT: My approach to the whole aim thing was to increase the projectile speed – if you don’t hit because you’re facing the wrong way… well, that’s only fair. If you don’t aim at someone, you shouldn’t hit them. (having it auto turn you to track would be cool though.)
(edited by stale.9785)
Well, before the Orr team gets too depressed reading this, I’ll say that I love Orr and everyone I play with love it, too. Whenever we level a new character, we all find Orr both the quickest to map and the mokittenn (why does "most"+"fun" get kittened?) to map, too. Frankly, I’d be overjoyed if all the zones were reworked to play like Orr (no hearts).
I love orr as it is too. I also like how cursed shores got less undead than Malchors Leap since the risen is moving north leaving the cursed shores. Though some events (like Grenth) seem a bit too hard as it can easily fail swiftly even with 20+ people.
“most” + “fun” is kittened because of it saying “f” + “u” which is a short form of the f-word.
it’s actually avoiding s+t+f+u since it works with multiple words at once.
which is short form for shut the fornication up
Nope – the only time the longbow worked properly was in Beta. It took a nerf (not nearly as badly as the ele staff, but still significant) at release.
Bring back the Beta longbow! No tiers to Long Range Shot, and it’s activation time was accurate to the tooltip. (The tooltip simply said “Shoot an arrow at a long range” and the range was 1200.)
While you’re at it, return the staff to Beta levels for ele (most recharge times were shorter, and the damage was significantly higher.)
Yeah, what WvW needs is more staff elementalists in zergs.
The problem with the staff isn’t the damage or cooldowns — the problem is that it needs a tier 2 arcana trait for the fields to even hit once or twice any person with a brain, so what they should do, and the same goes for necro marks and ranger traps is to make the traits for increasing these abilities’ range baseline.
Also, Eruption takes too kitten long to land, as do Dragon Tooth, Shatter Stone, and Ice Spike. You simply cannot land an eruption on a person unless you cast it on yourself while you’re being melee’d or you time a root on top of an eruption correctly.
If you have suggestions, I encourage you to look at
https://forum-en.gw2archive.eu/forum/professions/elementalist/staff-fixes-improvements/first
and add anything you think i missed or should change.
Nope – the only time the longbow worked properly was in Beta. It took a nerf (not nearly as badly as the ele staff, but still significant) at release.
Bring back the Beta longbow! No tiers to Long Range Shot, and it’s activation time was accurate to the tooltip. (The tooltip simply said “Shoot an arrow at a long range” and the range was 1200.)
While you’re at it, return the staff to Beta levels for ele (most recharge times were shorter, and the damage was significantly higher.)
Zorak, since ALL your posts in forum are about PvP and thieves, your opinion is, at absolute best, suspect.
Rangers are, as described by Anet on the character page and character creation menu, the masters of ranged combat. The fact that in game, we’re not, is what leads to all the complaining.
In short, it IS the class/weaponry, not the player.
EDIT: part of the problem, and it IS a problem, is that melee is always more powerful than ranged combat.
The ideal should be having ranged classes dealing damage at range that equals melee class damage while they’re in your face.
(edited by stale.9785)
@terkov
You’re using what I am, at a guess. 25/25/5/10/5. Knights armour and ‘zerker trinket’s/weapons. (just watched the video, which is cool. zeppelin over the stones, though…)
If you’re honest, you’ll accept you’re doing far less damage than the two bunker builds, with half the survivability. The one advantage is you don’t have to care nearly as much about the pet.
Suppose I should have said “optimised” instead of “viable”. You (and I) are doing mediocre damage with high risk. The two builds that get played the most do excellent damage with medium risk.
The 40% damage that is missing from the pet shows. (We’re having fun despite the pet mechanic. One would think the profession mechanic would be something to AID the player, not something to work around…)
Just want to throw out there a solution to the whole “Melee wars” thing that has resulted in each competitive build being a bunker.
Make ranged play actually viable.
This will require balancing the various classes and their ability to do damage at range vs. melee.
Also will require a bit of rework to some weapons (ele staff, ranger longbow, i’m looking at you.)
Right now, the highest damage potential in game is always melee range. Anet refers to this as Risk vs. Reward. That would work alright, except for the classes that ought to be most range oriented are low hp, low armour classes, and still must play at melee to be viable – hence the bunker.
What if we accepted that the lower hp/armour is the risk in the risk vs reward calculation?
You could allow elementalists to actually deal damage with a staff. Rangers with a longbow could have damage equal to that of a warrior with a greatsword.
Basically, a bunker should NEVER outdamage someone built for damage. A ranged class should NEVER do more damage at melee than range, and the melee classes should never be more viable at range than the ranged ones.
I know someone’s going to pop up with “there are no ranged classes”. Bite me, that’s not true, and you know it.
Warriors should be primarily melee, with some ranged viability. Right now they have the highest available ranged damage in game. (also the highest melee, but that’s appropriate. Having a longbow warrior outclass a longbow ranger in every available way is wrong.)
Elementalists should be primarily ranged with some melee viability. Right now you play bunker, or you’re dead.
Rangers should be ranged, with some melee viability. If you’re not rolling a trap or condition BM in melee range, you’re doing it wrong atm.
Guardians – well, they’re the one class that seems to have been well made. Definitally frontline melee, and some viable support from staves.
Thieves – well, i have to admit i don’t really care. As long as stealth stays in game as it is, thieves will be imbalanced. I feel they should be like the opposite of the ranger – primarily melee, with some ranged viability.
Mesmers – I haven’t played one, and they stomp me – have a mes player step up and discuss their ideal range.
Necromancer – Seems fairly well set for range – each range has it’s risks and rewards, and playing with a staff and staying back doesn’t kitten your damage output too heavily. (in my experience up to lvl 35.)
Engineers – no clue, I haven’t rolled one. All I know is that they can put every condition in the game on me in a bit less than 2 seconds in wvw. (i know some real life engineers, they’re just not that cool.)
Thoughts?
By swapping to a warrior or guardian. Unless it’s AC, then they’ll want ice bow.
Things to know. Ranged combat is deliberately nerfed in game. Melee wars ftw. 40% of your damage will reside in your pet – you HAVE to build to allow for this. Right now, rangers have exactly 2 viable builds. both are bunkers, one uses traps, the other uses conditions.
Think that covered it.
As has been said, if they DO put surveys in, they should be in game.
If it’s on the forum the only thing we’ll discover is that warriors all think they’re too weak, thieves all think they need more stealth, ele’s are still kitten ed that bunker is the only spec worthwhile, and rangers want to be able to play without a pet.
(taken from the page 1 of each of the profession forums)
The forums are a bad place to make game decisions, because the only people here are either; like me, agitating for changes to some things (ele staff and ranger longbow) or are complaining that a whole class needs to be nerfed because they couldn’t beat them 1v1 with their face on the keyboard.
We’re a small cross section, and far and away the most negative cross section available. Not a good way to get feedback.
The beta box feedback would be far better, imo.
GW1 had saved builds – no reason not to have saved traits here. Let it cost the 4 silver per change. It should have been in the game from release.
agreed, 15 characters and a +1
This is just another example of ANet’s infamous “higher population = higher challenge” philosophy. I can see where it can be bothersome, but after playing GW1 for 6.5 years I come to expect it.
How would you rate GW2 in contrast with GW1?
If we assume GW1 was a solid 10, then GW2 is a 4. The artwork is impressive, the ability to jump is just gold. The lore is missing, the skill required to play is gone. The skills themselves have been neutered.
GW1:
- fully customizable skill bars – you sink or swim on your own ability to make a build, and play it well.
- cohesive lore – you KNEW what you were fighting, and the storyline made you want to destroy the lich/shiro/abbadon.
- reflexes mattered. interrupting a skill, or dropping a hex that would punish someone for the next skill used was HUGE.
- AI. something happened to Anet’s ability to code AI in the last few years. The pet/minion AI in gw1 was far superior to the joke we have in gw2. if you called a target, the AI characters would attack it.
-replayability. Some missions in gw1 I would do again for fun. Even if I could repeat some of the personal story instances, I wouldn’t, because they’re not that compelling.
- it wasn’t melee wars. rangers and elementalists were played from range, and more importantly, DANGEROUS from range. right now, if you play from range in gw2, you’re kitten.
- no stealth – the mechanic of the assassin in gw1 was called “shadow step” and worked as a teleport. far more balanced than the perma stealth.
- pets were optional for rangers. they aren’t here. 40% of your damage resides in the pet in gw2. this means that somewhere in the last 200 years of lore, rangers forgot how to SHOOT.
- ability to dye your weapons. nuff said.
- Truly elite missions – the underworld and fissure of woe. Urgoz warren and the deep. Closest we come are the dungeons, now.
That’s all that comes to mind for now, though I’m certain there’s more.
Go buy starfox, guys.
The owner of the instance should be irrelevant – It should never kick people as long as one is still active.
How, exactly, will it bring more people together? I know that the first thing I’ll be doing if anyone tries spamming me with duel requests will be to block the sender.
Well I’m sure you won’t have to block the person if you have the right options from the start:
- “Available for duel”
- “Not available for duel”
and even if you set it to not available, you’ll get “duel be brah! duel me! you scared? you bad? duel me? duel meeeee!”
This happens. Hell, there have been people in this thread that have flat out said they would do that.
If you so desperately want to play 1v1, go buy mortal kombat, keep the kiddies/griefers off of here.
One thing I wish for – a perma stow option for pets.
One thing we may actually get; Give the pets the same AI scripting as the bandits in queensdale. They dodge AoE on their own, and keep weapon appropriate range.
+1 for the original post – and impressed. This is the first time you’ve admitted to there being room for improvement.
1. The HotW armor is pretty kitten.
2. The potential to be a great class is there.
3. It shares the name “Elementalist” with a related but far superior class in gw1.
4. Be the bunker – love the bunker. Or don’t love the bunker, but be the bunker anyway, because there’s no choice.
5. He serves as a great mule.
I rolled a ranger because i like archers. I play archers in every rpg that I can. Personally im saddened by all the builds for melee being so strong, it feels like bows are just not as effective.
This is actually one huge thing that i have a problem with a lot of games. If your going to build the game as having many possibilities for play styles, make sure all of them are viable. If the class is not designed to be able to run around with a bow and short bow, then why can you even do that.
If you want a truly useful ranged option, roll a warrior. It’s depressing as kitten, but it’s the truth.
I’m in for it. It can’t harm anyone if you have an option to block duels. Also, limit the level of duelers to own level – 3, so they can’t challenge anyone that is outside the range.
And make them invisible, so they don’t clog waypoints. Make them unable to get world aggro, so they don’t break events. Make the inevitable “duel be brah” spam a bannable offense.
Do that, and I might consider it something less than truly annoying. That other game, which features dueling, is a mess of “duel me bruh” spam, and griefers. Neither is wanted here.
Also very happy that the “unofficial” dueling ground in WvW has become a free source of badges on my server. You guys are encouraged to keep that up.
Fix long bow:
-Make Long Range Shot actually match it’s tooltip (3/4 second is the in game description. 1.5 seconds is the actual time on refire)
-Make the damage from Long Range Shot static across it’s range.
-Speed up arrow flight on Long Range Shot
-I would like another cripple component in there somewhere, maybe on hunter’s shot, but we don’t need it.
One thing people consistently seem to overlook is the fact that most of the staff fields are combo fields. That is what makes the weapon powerful. Frozen Ground by itself doesn’t cause a lot of chill, but combined with stoning or shockwave it does a lot more. Combine it with your team and suddenly you get near-permanent chill on a dungeon boss by using just 1 skill. Also, combos are unaffected by the 5-man cap.
So keep that in mind when you ask for buffs. Unless you’re actively using your combos, you’re not using the staff correctly and there will be room for improvement on your side before you call for the buff bat.
Ele’s have 1 (one) reliable projectile finisher. Since the combo we can most reliably pull off is blast finish, and none of them are offensive in nature, this fails to address the point of the thread – to make the staff a viable offensive weapon.
Also, I covered combo fields earlier in the thread, had you bothered to read the whole thing.
(edited by stale.9785)
Dueling needs to be implemented. There is honestly ZERO reason for not having it.
Anet can implement an option for ignoring duel requests for those who are afraid of dueling. It’s that simple.
I don’t understand why there would need to be “designated” areas for dueling either. To keep clutter out of cities? Please. People sit there and costume brawl all the time and spam meteor showers 24/7 anyways.
The reason it isn’t needed, nor wanted, is because the bulk of us would find our block lists full in the first 30 seconds. That other game was full of “Duel me Bruh” spam.
There’s no need to indulge the trolls here as well.
Waggs is not the Messiah, he’s a very naughty boy.
Logged in just to like this. Blessed are the cheesemakers!
If you reduced the cooldown they would have to nerf the buffs/traits that activate on swap or you are going to be pretty crazy with the buffyness.
Since most people already roll with 30 in arcana, which means they’re rotating at 9 seconds, I don’t see 10 second default (absolute minimum of 7 seconds) being that crazily OP.
FWIW, my solution to the pet “problem” is to put 5 points into BM for quickness, and just ignore it, and accept that I’m doing less than optimal damage. I work around it, as many do, but we shouldn’t have to.
Just stopwatched it – jaguar, with me at max range shortbow – from pressing F3 to get him out of AoE, F1 to get him back, we have 9 seconds. Add to that he didn’t get out of the bloody AoE till 4 seconds elapsed, and it was pretty much over. (Tested with a friend dropping eruption at his feet.) That’s with the “pets move 30% faster” trait. (time was from the F1 press to the first instance of damage against target upon resuming, after waiting for the jaguar to get clear of the AoE ring.)
Should point out that’s an average – I got a best time of 6 seconds, a worst time of 15 seconds.
Defend it however you like man, we’ll have to agree to disagree – pets are broken, and more a hindrance than a help.
(edited by stale.9785)
The problem with the pet is that a dead pet, or a pet who is being called back to the ranger, then sent out again, is a pet doing zero (0) damage.
0 damage. It’s 40% of our DPS, and half the time, it’s dealing zero (0) damage. This is a major problem.
EDIT: apparently not spelling zero before damage gets me kitten, when not at the start of the sentence.
Ralathar, you’re welcome to disagree – the moment that any of the other classes telegraphs every skill the way ele does, I’ll be on board with you. As it is, there’s no excuse to be hit by anything from a staff ele, other than fire 3 and air 1. Our AoE is slow enough you can walk out of them, not dodge. Our projectiles suffer from the same issue lonbgow 1 has – you can avoid them ALL by tapping a-d-a-d (except for air 1, which at least homes.)
As for the whole “ranged damage has to suck”, well, that’s fair enough if you roll a warrior, or a guardian. Even theives. What I’m tired of is being the softest class in the whole game, and being told to bunker or not play.
As it is, staves are not a viable offensive weapon in anything other than PvE. Every suggestion I’ve made aims to change that. My explanations for the changes (which are in the thread) address this, but I’ll say it again.
I have 0 problem being beaten down because I’m squishy and someone managed to close the gap and wail on me. What I do have a problem with is the fact that you cannot, on your own, kill someone, nor even keep them away, with the staff.
If I wanted to play pure support, I’d roll the bunker spec, and drag a staff around, watching as I heal 5 people at a shot. Yippee. I want to kill. I want to see blood and guts and gore and veins in my teeth.
If this was meant to be melee wars, then they may as well delete the ele class, and force us to all roll warriors.
EDIT: The rotation you suggest, well. 1 dodge roll, and the targets are ALL safe. I’m not sure if you’re the guy earlier who suggested we always hit for 10k per hit, but we don’t. Staff damage is pitiful when compared to our other sets. Hell, it’s pitiful when compared to our bunker spec.
The five man cap, as it stands, means your AoE can hit (absolute max, with duration and the way things ping) 20 targets in a zerg. Meteor storm has a slight advantage, because every meteor counts separately. You do realise the safest thing for people to do when confronted with AoE is to bunch up, right? If you gathered the whole zerg into the AoE field, you may hit 20 people for 1/5th their hp. Removing the AoE cap would change that.
(edited by stale.9785)
I don’t understand why, if you have such a huge problem with the pet mechanic, you want Anet to get rid of the pet rather than just play a different class.
Because it offends me that somehow, between the last game and this one, rangers became entirely dependent upon our “companions” (who still can’t hit moving targets, die immediately in AoE, and generally are significantly worse than the GW1 pets) and forgot how to deal damage.
And, despite the comparison, the other classes don’t have to pay that much attention to their mechanic – none of them have a mechanic that’s actively damaging their ability to do damage – we’ve been blessed with one.
The Spvp build is a regen bunker build – one where the pet is actually fairly decent, because it’s melee. The second you try to fight from range, the pet becomes at best, dead, and at worst, a hindrance.
My other deep desire (aside from getting ele and ranger fixed) is for Anet to STOP balancing the game around 10% of the population. (That number is taken from GW1, not GW2, but I don’t expect it has changed.)
(edited by stale.9785)
Also right now i’m testing the difference in pet dps for every pet type between 0 and 30 BM. I’ll post the results within an hour or 2
That’s actually been done – twice. The threads got deleted for being “unconstructive” probably because they highlight some of the issues we have. The testing in one thread was done in wvw, against a target who was side-stepping. Turns out that simple tactic – hitting a-d-a-d – can nullify almost 90% of pet damage.
Pretty sure the ele thread you’re talking about is also mine, PversionP.
(edited by stale.9785)
Korsbaek, you missed the second bit – I asked to reduce the cooldown reduction to top out at 3 seconds – means we’d have a minimum cooldown of 7 seconds (still more than warrior) with an average cooldown of probably 9 seconds (which right now requires us to spec 30 into Arcana.)
I figure we should have the slightly shorter cooldown exactly because we’re stuck at one range the whole time we’re in battle. It would mean there’s a slightly greater chance of actually using some of the escape skills on staff, or the heal/defense skills on other weapon sets.
Ele’s are already starting from a relative disadvantage (less HP, less armour) and our only strength is healing.
This should put us on a more even field with everyone else, and allow for more build diversity (every build you see atm has 30 in Arcana for a reason – otherwise we’re stuck for 15 seconds, which is lousy.)
(edited by stale.9785)
How about a trap removing clones from mesmers, preventing warriors from gaining adrenline, disabled pet on ranger, and locking all the guardian virtues.
Yeah, this is pretty dumb. Why discriminate against such an important feature for a single class?
Because the feature is hopelessly broken. There’s a reason that 30% of the forums are people complaining about thieves. It’s not that everyone who doesn’t play one sucks, it’s that having invisibility on demand has no place in a multiplayer game.
Were stealth actually, you know, stealth, wherein someone paying attention could see you, that’d be different. As it is, it’s broken. I’d have personally fixed it differently – changed it so that the name doesn’t show up when you hold CTRL, and the character model is 50% translucent, but I’ll take this. Probably 99% of all my deaths in wvw are from thieves. This is not a L2P situation, this is a game design issue.
Good. Hope these are blanketed across the wvwvw maps. Maybe there’ll be something other than near perma-stealth glass cannon thieves everywhere.
As long as they make Attunement cool-down go from 60% to 3% to match warriors brawn and make it 20s to match current weapon cool-downs. (so it would go down to 19s per attunement.)
You always bring a lot of good ideas to the table. But please remember to decrease recharges of all weapons skills by 50% and increase damage done by them by 100%.
Why feed the troll?
No i get that, what i’m saying is that our overall dps for a glass cannon build isn’t as bad as many people on this forum make it out to be. We aren’t going to match warriors, right now for PvE no one is. And even with no points in BM our pet is still doing damage, 1374 power vs 1674 power isn’t taking away most of the pet’s damage. So overall between the pet and the ranger the total dps is still pretty good.
And in PvE getting all the barrage hits on one target isn’t that difficult with some practice placing the skill right.
You’re missing (or ignoring) that many of us want the pet removed from the damage calculation because the pet is so unreliable.
My ideal pet would be one that does virtually no damage, and simply provides utility.
I lied there, actually. My true ideal would be to roll a ranger and not be forced to take a pet along, but that’s not going to happen. What we may get is a significant change to the damage ratio between ranger and pet, so we’re not dependent upon them for so much of our DPS.
Warriors don’t have to use burst skills to maintain their DPS – necros don’t have to use death shroud. Ele’s aren’t required to spec into Arcana, Guardians can ignore virtues, thieves can roll without depending upon stealth. Rangers are the one class whose core mechanic actually hurts our potential.
EDIT: I don’t play engineer or mesmer, so I can’t make claims for them. Possibly they’re as linked to their profession mechanic as we are, but I doubt it.
Im not really sure what you are talking about, i used to run a glass cannon ranger when i did arah with my guild, and i did plenty of damage. Yes, maybe we arent as effective as some other classes glass cannons, but its still a viable build
It’s the skill coefficients – ours are deliberately lower than the other classes on our weapons, the pet is supposed to make up the difference.
Damage is done by a formula:
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
For example – Warrior skill coefficients are 0.7-2.2; Guardian skill coefficients are .55-1.75; Thief have a wide range of .38-3.75 Ranger skill coefficients are .55-.75
So, without a pet, we are always doing less damage – significantly less – than other classes with the same gear/traits/weapons.
EDIT: The coefficients for hunter’s call and barrage are higher, but they’re divided by 16 and 12, respectively. The upshot is if we could get every single arrow of barrage to hit one target, we’d have a nifty damage skill.
The argument about damage skew being 60:40, where I keep asking it to be raised to 90:10 by default, is so that a ranger who ignores his BM trait stills does damage comparable to the other classes. A ranger who specs heavily into his BM trait is giving up his own potential damage, which makes it a fair trade-off.
(edited by stale.9785)
So then why is there a problem? Not investing in BM and instead focusing on your own damage would bring the ratio closer to 90:10, where the pet does some damage but is more a source of CC or boons
In this case its all about choosing the right pet:
Blue Moa—AoE protection, AoE heal
Red Moa—AoE fury, AoE heal
Cave Spider—immobilize, weakness, vulnerability
Jungle Spider—2 immobilize
Wolf—fear, cripple, kd
Hyena—2 cripples, 2 kd
Carrion Devourer—with RaO, can easily get up to 20 stacks of might on you
Not how the damage calculations work. If you don’t focus on your pet, instead focusing on yourself, right now you’re doing 60% of your potential damage. It’s why in our glass cannon build, we hit for substantially less than other classes with the same build. The damage on our weapons just isn’t there, because we were balanced around pets.
I have a question: where is everyone getting this 60:40 damage ratio? Does anyone actually have proof of this or is this just a number we are pulling out of our kitten
From testing, done by a forum-goer, then confirmed as fairly accurate by Anet. So, regardless of what we do, if we don’t spec into the pet, we’ve lost 40% of our effectiveness.
We need open world duels!
No, we don’t. We need food, air and sleep. The bulk of respondents in the thread don’t want duelling – I say give specific places it can happen. (I figure this is what PvP is for, but there’s no harm in making other arenas.)
What I do not want – what the bulk of people replying do not want – is to be inundated with “duel me, brah” requests, nor to have groups of people around wp’s and events dueling.
Let it be out of sight, not a problem. Even if I really believe the dueling crowd desperately needs to buy themselves mortal kombat and stop bothering the rest of us.
Weapon swapping cooldown is 10 seconds (per the wiki). Otherwise, I’ve no clue what you’re talking about, Daecollo – which isn’t a surprise, since you’re a well rehearsed troll.
KirbyPrime: I did mean change the attunement cooldown.
Korsabaek: I’ve got nothing dude – no clue what you’re talking about.
Bryzy: in fact you can do everything with you pet you could do when not downed, just because you didnt know that doesnt mean it doesnt work
And as a matter of fact, ranger right now is one of the strongest professions in pvp.
Fixed that for you. Ignoring the fact that we’re kitten everywhere else does the profession no long-term good.
Reduce the default cooldown on attunement swapping to match weapon swap (10s, I believe) and change Arcana so that it can shorten it by a maximum of 3 seconds at 30 points.
The only people who would run 30 Arcana would be those going specifically for the grandmaster traits – it would no longer be required for the class to be playable.
Focus now 100% useless at bloomhunger also…
And still no answer by devs
in the meantime most players ignore the issue because the weapon was already situational…..
So we lost another weapon in the last patch…
PvE players should really be angry to be hit so hard by a pvp patch.
They should be, and many are. This nearly killed gw1, and they’re letting the same thing happen here. You would think they’d remember this and have separated everything before patching.
Someone high up at Anet has a bug in their kitten about gw2 being an e-sport, because there’s lots of money there. They’re forgetting that the greatest bulk of players will always be pve – that’s where their money is now.