Showing Posts For stale.9785:

Stalkerish Friends List

in Suggestions

Posted by: stale.9785

stale.9785

I must say I dont really like systems where you cant choose to be visible or not. You should be able to set your status as online or apper offline at least.

What are you talking about? You can appear to be offline in GW2.

Except that you can’t, really. As soon as you hit “play” it notifies everyone who’s friended you that you’re online – there’s a popup message.

It also updates your location continually, regardless of what play status you selected.

Were I to take it into my head to follow someone around and harass them in game, the effort to locate them would be trivial – you simply press ‘y’ and it tells you, regardless of play status.

This wasn’t true in Beta – nor was it true in gw1. You selected your status before logging in, and nothing in-game advertised your presence/location. This is how it should be.

WvW bust-the-blob. A.k.a how to solve zerging

in Suggestions

Posted by: stale.9785

stale.9785

One simple change that’ll end zerging; remove the 5 target cap from offensive AoE skills. If bunching up didn’t guarantee safety in AoE (wtf Anet?) people wouldn’t blob up like they do.

staff fixes/improvements

in Elementalist

Posted by: stale.9785

stale.9785

Guys, I know you’re having a great time debating whether or not staff should be 1v1 viable or not, but could I please get you to start that discussion in another thread, so this one doesn’t get “moderated” (moderation = lock and deletion here, which would suck.)

[Video] Necromancer's Lower Downed HP

in Necromancer

Posted by: stale.9785

stale.9785

You didn’t even get the fix and you are all too happy already. I recall a LOT of promises. So far don’t actually remember any that were necro related that were kept in any way, shape or form. More often then not there was 180 turn and something completely opposite was done.
And again 9 months later. Better then never but give me a bloody break. It was discussed so many times here its funny. About as many times as reanimator, a bit less maybe.

Try being a ranger main. Promises from Anet result in nerfs of what they claimed to be about to fix. Glad the necro down state is getting attention, but given the track record, you guys are going to find yourself with 1/8 of a normal health pool, after the “fix.”

Public Test Server

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Posted by: stale.9785

stale.9785

Your assuming they test the updates they make. Given the quality of some of the most recent ones, that’s one long shot.

You obviously know nothing of game design. The updates have been extremely smooth in comparison to other games.

As for public test servers, I do not support them at all for this game. There is simply way too many ways to take advantage of a test server. If they got rid of the trading post completely, only then would a test server be at all viable. Of course, if they do that, there will be much more to worry about then updates.

The only thing I know of game design comes from playing them for more than 20 years, and assuming it’s not too different from general programming.

I’ll grant that the updates haven’t outright broken the game, and they’re rolled out smoothly – but virtually every update has been very limited in scope – they focus on one part of the game, with 0 regard to how they will affect other parts of the game.

At best, this is short-sighted. At worst, they were never tested outside of S/Tpvp.

We have had specific updates to things, like dungeons, and each one of them has had major issues that require patching to fix what was patched. For most of a decade, Anet’s approach has been: “Patch the game.” “Patch the patch, to fix what was broken.” “Patch the patches patch, to fix what the fix broke.” “Revert the changes after 4 months and admit they pood the screwch.”

They have gotten better than this, but even so – were they in the business of releasing software for major corporations, they would have been out of business years ago.

staff fixes/improvements

in Elementalist

Posted by: stale.9785

stale.9785

While some of the changes are not reasonable I agree that fire and especially air attunement need some improvements, the ele needs a high damage ranged weapon and reworking the air staff would the best bet (right now it is completely useless after the lighting field).

Tell me which changes in the OP are unreasonable, and I’ll take a stab at editing them.

I tried to balance between what I want, what the staff needs, and what all the various comments in this thread want, without making us OP.

Note: if you want the staff to be pure support, I’ll ignore you.

Public Test Server

in Suggestions

Posted by: stale.9785

stale.9785

Your assuming they test the updates they make. Given the quality of some of the most recent ones, that’s one long shot.

I do support the idea of a PTS, but I don’t see it happening. They won’t give patch notes until after the patch goes live – what in the world makes you think they’d let us see content before it went live?

Guild Wars 2 Medieval

in Suggestions

Posted by: stale.9785

stale.9785

Putting this not being being western Europe aside you have to consider the fact that its 250 Years after GW1 and technology changes a lot in that time frame . Tyria is clearly in that transitional period where arrows and swords were being phased out for guns and cannons .

Not truly related, but if they continue down the whole guns/pistol road, I won’t be buying the follow up games.

Stop adding TEMPORARY content

in Suggestions

Posted by: stale.9785

stale.9785

I view it as wasted dev time (there’s tonnes of bugs still to be addressed) but I understand that some people enjoy it.

What I want most from the “living story”? An option to clear the frigging top right notification, so I have less UI clutter.

Open world Duels [Merged]

in Suggestions

Posted by: stale.9785

stale.9785

I’ve never seen it done well. It becomes a griefer fest with “Duel ME BHUH!” people everywhere.

If you get them to make an arena for duels, sure – general open world? NO.

Depressing Threads on the Ele

in Elementalist

Posted by: stale.9785

stale.9785

I didn’t argue that they should roll a warrior – they’re Anet’s glory child, so that’s a safe bet. What I said was I would steer them clear of the warrior forum.

Some great ideas I'd love to share!

in Suggestions

Posted by: stale.9785

stale.9785

The option to lower and raise the camera height. Right now the character model is too ‘in the middle of the screen’ and when I look up at things my character and UI is taking up too much screen real estate. Zooming out doesn’t alleviate this problem.

Only bit i’m interested in. But we need this. This is the only game I’ve ever played where the character’s feet sit centre screen. They should be right above the bloody skill bar.

Rangers are in a good place

in Ranger

Posted by: stale.9785

stale.9785

The greatsword occupies two slots, offhand and mainhand. I understand you say the greatsword is a defensive weapon, but the sword does this a lot better.

The sword has two evades, one that also puts you out of harms way. If you pair this with dagger, you get three evades. Three evades. Whereas the greatsword has only 1 and you can’t use it whenever you want, like to evade a specific ability.

I know it has block, but that’s just it. The greatsword is a defensive weapon, therefore it has defensive ABILITIES. The auto attack damage shouldn’t be affected by this.
Maybe terrible was a strong word (the longbow is still terrible), but it does need a buff to the overall damage in it.

Like why does maul bleed? It should be completely raw damage. Swoop is great. Block is great. The stun is great (but could use a reduction cd).

The longbow needs an overhaul. If i were a dev, i’d go like this:

Auto-attack: Normalized damage, bonus to 1000+, the attack speed reflects the tooltip.
Rapid-fire: 10x over 5 seconds. Each strike gives you 5 seconds of might.
Hunter’s shot: Vulnerability lasts 10 seconds, give 3 stacks of might for 20 seconds to your pet.
Point-Blank shot: Increased range to 1200, reduced cooldown to 10 seconds.
Barrage: You can move while channeling.

PS: I’m not saying we don’t need buffs to specific areas. I did state we need spirit buffs, and that alone should help our usefulness in group fights. I’m just trying to say, we’re not as bad as some as you make it out to be.
I’ll admit, i don’t do a lot of dungeons, but when i do them, i bring a lot to the group. Healing spring enables AOE with blast finishers and condi removal, our spirit can resurrect a whole team if timed correctly.

I like your longbow suggestions, other than I’ve got no problem with being rooted for Barrage. (ele’s are rooted for their channeled skills, pretty sure 100b roots, and most other large channeled do as well.)

Spirits should be invulnerable to damage – the HP modifying trait should instead increase their range to 900-1200ish. (Current range is ~400).

For all my negativity in this thread, I like the ranger – and we’re a fun class. Sadly, we’re the lowest damage you can get without being a staff ele. Balancing our damage around the Pet has kitten us. As I’ve said before, the Ranger:Pet damage ratio should be 90:10, not 60:40. If you don’t invest in BM, you should not be punished. Instead, make it a reward for the BM builds to trait into BM, because you’re sacrificing something else to do it.

How gw2 could live up to its hype

in Suggestions

Posted by: stale.9785

stale.9785

Had to +1 two different walls of text. But I did, because you deserve it, sir.

EDIT: two, not too. I need coffee. still a +1, sir.

(edited by stale.9785)

Looter Pets Suggestion

in Suggestions

Posted by: stale.9785

stale.9785

Makes me think of the helping guy from “A Bard’s Tale”. Epic game. The guy was an old dude who’d run up, trigger traps (by flinging himself face down on them!) and he’d gather all your loot in the area.

+1, my man.

How to Fix Ranger:

in Ranger

Posted by: stale.9785

stale.9785

Fixing rangers? Stop balancing around PvP for one. (Seriously, in the last three hours, I’ve realised it’s the same about 25 posters posting about pvp in every single thread.)

1) Increase the longbow’s arrow flight speed.

2) Make Long Range Shot do static damage across it’s range. (and fix the animation so it actually IS 3/4s, instead of 1.5s)

3) Change the ranger:pet damage skew from 60:40 to 90:10 (Ideal would be making pets optional, but that’s not going to happen – so make them something you can ignore without gimping yourself unless you spec into BM)

4) Make spirits invulnerable. Change the trait that gives them more health into something that increases their range. (900-1200 range)

5) Change SoR active effect to “remove 3 conditions from you and your pet”. Remove the requirement of having a living companion to do this.

6) Pet AoE fix – give them the AI of the bandits in Queensdale – they regularly dodge from AoE on their own. If a pet had it’s own endurance bar, and this AI, it’d solve most of the pet/aoe issues.

Those changes alone would make me happy. Hell, 1,2 and 3 alone would make me happy enough to have to change my pants.

Depressing Threads on the Ele

in Elementalist

Posted by: stale.9785

stale.9785

(snip)

As far as the threads giving a bad impression to new players. If I were completely honest I would tell them role a warrior. It has nothing to do with being OP as in most situations they are not. However, from a practical stand point they are the least likely class to see major buffs or nerfs. Since they are the standard by which other classes are judged (great joke but they said it not us) it is highly unlikely warrior play will change all that much in the future. Lying or misrepresenting the class to new players is a nasty move in my opinion. If they love ele they will still play it. End of story.

This all over – I love my ele, he was my main from beta until last month. Now, he’s on the shelf, and I rock my ranger. (Rangers need a tonne of love too, but this isn’t the place for that conversation.)

The only bit I’d argue with is telling them to roll a warrior – I’ve got one as well, and the warrior forum has more QQ in it than any 3 other profession forums. (Not enough armour, not enough damage, not enough mobility, not enough healing, need more damage from rifle, etc.)

Think the best advice for any newcomer is to avoid the forums. I try (try, not succeed) to only post in threads about possible improvements, but lately I’ve been posting in threads to counter the rose-coloured glasses folks, who think everything’s good.

Until our entire class stops getting balanced around one spec, and one type of gameplay (s/tpvp, I’m looking at you!) we’re hurting, and we’ll stay there.

Rangers are in a good place

in Ranger

Posted by: stale.9785

stale.9785

I am happy sPvP/tPvP Rangers are having such good experiences. This is a good thing for our class. But in your enthusiasm to reinforce Ranger’s good position in format, you might be overreaching a bit and glossing over some valid concerns in another.

This and so much more of this.

Rangers bring little to a group (besides Healing Spring) that other classes can’t bring. Rangers really lack in group utility options. As far as damage goes from a power perspective, with the rangers lack of strong self boon support, group boon support, or group utility, logical design would dictate rangers to be the groups DPS. But the game offers better/more preferred classes than rangers at that as well, kind of leaving rangers without a niche in a group.

As a matter of fact, the same is true, to a degree, for tpvp, where typically the ranger is the back node holder (playing alone on the point) while the rest of the team fights up on mid, unless your team specifically asks you to go help in a team fight, or you back cap the enemy team (usually done alone as well).

And if your team asks you to go to assist in a team fight, its usually more so for a numbers advantage and to catch and rez people, and not what you can do (like mesmers dropping a time warp, or even moa’ing the bunker, or a nade engi spamming nades, or an ele AoEing, etc).

Spirits should offer that missing group utility, but their benefits aren’t strong enough and they die too easily. If their function is to remain in its current iteration, the least that should be done is increasing the range to 900 or even 1200. That way they can be dropped out of harms way and still provide their functions.

Anyhow, I’ve rambled enough now.

Ramble more – you’ve got your head on straight.

Rangers are in a good place

in Ranger

Posted by: stale.9785

stale.9785

@Stale

Our condition removal is the way it’s supposed to be. Other classes are the ones who have too much. Also, empathic bond doesn’t kill the pet like i thought it did, you just have to swap more frequently.
Who said in WVW you have to go bunker? You can go berserker signet build if you want, we just happen to excel in bunkering.

We’re FAR from the bottom of the barrel. Have you seen warriors? T/SPVP is a very important aspect of the game, you can’t just ignore it. Besides, i said we need buffs in PVE but overall we have viable builds. Also, can’t really complain we aren’t included in speedruns, since the speedruns setup is normally mesmer/4x warrior.

@AreuMadBro
That would be a first.

I do ignore PvP – I’ve always been honest about that. It’s a small chunk of the GW2 community – 10-15%.

In overworld PvE, we’re great. In wvwvw, we’re bunkers, or we’re losing 40% of our potential damage (if you ignore the pet, you’ve kitten yourself by that much.)

And, yeah, I’m kind of mad – not “I’m never playing again!” mad, just at the level of “WHY won’t they give us what they told us we were getting?”

We’re supposed to be the masters of ranged combat – but we’re not. We’re supposed to be survivalists, but the only class with less condition removal is the warrior, I believe. 40% of our damage comes from an AI that’s useless. These are problems – each and every time someone tries to gloss over them, you’re kittenting on the rest of the community who wants to see them fixed.

For the whole bottom of the barrel deal – tell you what; Actually pay attention to the damage/utility that you bring to an organised party. Our damage is low (ranged, anyway), our party utility can be summed up as Muddy Ground and Healing Spring. Boom – we’re out of utility. Spirits are bad – brokenly bad. To get traps to be useful, you’ve got to spec into the crit trait line, instead of the condition trait line, when traps do condition damage.

There’s no one other class with the issues we have. I love rangers – the flavour of the class, and what’s possible to do with them – I just wish Anet would actually fix whats broken.

Party statistics for instances.

in Suggestions

Posted by: stale.9785

stale.9785

It gets voted down because every single game that has the feature turns into a kitten-fest about the fastest, most powerful meta-build, and become unpleasant to play.

GW1 went 7 years without this feature, GW2 doesn’t need it either.

Attunement Disparity

in Elementalist

Posted by: stale.9785

stale.9785

Fire 5: moderate 5 target AoE damage

It was my impression that Meteor Shower bypasses the 5-man target limit because the limit applies to each individual meteor, rather than the whole spell. I could be wrong though. Also, since it can easily deal up to 10k damage per target (in PvE hitting isn’t an issue) the damage is far from mediocore. Especially for an AoE skill.

Water 4: 5 target short duration

Prefer ‘perma-chills-anything-including-bosses-due-to-combo-potential’ as a decription instead. That’s also the reason it has a short duration. If used correctly, it can easily apply 20+ seconds of chill.

2s charge blind that always misses

How can is miss if it’s not a projectile? Or do you mean that you can’t use it to ‘block’ a specific attack?

Easily hit up to 10K per target? Against uplevelled folks in wvw? or glass cannons? or, ambient creatures? It will not do that damage against a levelled enemy in wvw. It can’t, the damage calculations don’t allow for it.

If you get 20+ seconds of chill from that skill, your opponent was afk in the field. 5 seconds, pinging every second, on a field that one dodge roll removes you from, for a max possible hit of 20 targets, or 5 at 20 seconds. Far more likely, you’ll get 5 people for 5 seconds, and that’s it.

The air skill has a 2 second build up, evade and dodge both work against it (which shouldn’t, because it’s not a projectile.) you can also walk around the ele and not get hit, which is also wrong, because it’s not supposed to be a projectile.

Please, don’t accuse me of being a baddy, when I most certainly know whereof I speak. My complaints about damage come straight from working the damage calculation from the wiki, my complaints about skills come from actual in-game experience, since the descriptions (on about 70% of the skills in game) are flat out wrong.

Ele was my main, 1200 hours, trust me, I know the ele. I shelved him because the lack of love on staff, and the kittenstorm that came down because of d/d bunkers.

I can roll a S/D ele, and play in melee range, but that’s not what I want. I want to be a staff wielding engine of pain, as described on the character creation screen, the Anet page about ele’s, and what we were in GW1. Hitting like a limp noodle from range, with no tools to maintain that range, sucks balls.

staff fixes/improvements

in Elementalist

Posted by: stale.9785

stale.9785

Added some more stuff to the OP – removed others. Blatantly ignored some suggestions because they would be overpowered. I want a viable staff, not an engine of absolute destruction at range. (combining all the suggestions in the thread would result in an ele that could solo a wvwvw map – which would be fun, but seems impractical.)

Attunement Disparity

in Elementalist

Posted by: stale.9785

stale.9785

IMO, Staff is best when paired with a team to do damage for you, because it’s a support weapon.

Fixed that for you. In wvw, waving a staff around makes you a free kill. Every class (except necro) can close the gap to melee range long before a staff user can hope to deal out enough damage to kill them. Ice spike’s animation is slow enough that there’s no reason someone should get hit by it – same applies to earthquake.

Of our two escape skills, one only tosses you back a short distance, then the enemy walks up to you to continue killing you – the other one never hits.

For air 2 always missing – it has a 2 second buildup – there’s no reason that anyone will stand there for a full 2 seconds to be hit by it.

The attitude of someone facing a staff should be “I better close now, before I’m toast.” what it is; “look! a staffy! free kill” (saunters over and kills ele).

This is a subject that I’ve given a lot of thought to, and gotten suggestions from the community for what appropriate changes would be:

https://forum-en.gw2archive.eu/forum/professions/elementalist/staff-fixes-improvements/first#post1747448

Believe me, I’d love nothing more than for a staff ele to match up with Anet’s description of us – but we don’t, and after 8 months with 0 love, I don’t believe we’re going to either.

(edited by stale.9785)

Attunement Disparity

in Elementalist

Posted by: stale.9785

stale.9785

It’s a simple fact – staff is our weakest weapon. Our highest attack on it does pitiful damage (meteor shower, I’m looking at you.) There are no high damage single target attacks at all, the CC is on 5 second duration (making a ranger bringing muddy terrain more adept at CC than ele’s).

I’ve made posts – One long one, collecting and allowing for complaints from the community, about how to buff staff.

Did anyone else play beta? You know we lost 50% of our damage on staff, right? Because people were afraid of being smoked by AoE.

You know that a zerker staff build is still mediocre damage? As in, a PVT warrior does more damage with it’s auto attack? A bunker ranger’s pet does more damage than the staff can dish out? That’s where I’m saying staff is hurting – because Anet nerfed it into a walking stick instead of a weapon.

And we’re not going to get buffs – the mantra at Anet is Melee over Everything which they call risk vs. reward. Low armour, low hp, doing damage from range – well, since there are more gap closers in the game than there are skills to keep them, that’s your risk right there.

Before you call me out next time, maybe look at my post history, or take your staff to the mists and compare it to our other weapons when used on the golems. (A S/D can to 8 times the damage, in far less time. A D/D can do better damage with almost 0 risk of death. Every single other profession can do more damage with more armour and comparable utility to a staff ele.)

Party statistics for instances.

in Suggestions

Posted by: stale.9785

stale.9785

Pros:

  • More possibilities for personal and teamwide optimisation.
  • A way to compare yourself to others – better and more realistic self-evaluation.
  • Easy way to determine if you want to play with somebody or not – for both elitists and casuals.
  • Better and easier way to spot balance-issues.

Cons:

  • You would notice very fast if your guild is friendly or or a bunch of kitten.
  • If you are a bad player and have no interest in getting better, you would have trouble to find a decent group/guild.

Those arguments are always the same. There are lots of pros and the only real con – more ways for idiots to flame ppl – can easily be answerd with: If somebody kicks you for low DPS, you probably didn’t want to play with that person in the first place.

The thing is, people don’t function in such an idealistic manner.

Your ideal scenario seems to be something like this:
Player A: Oh, my DPS is so low?
Player B: What you using?
Player A links gear
Player B: Well your gear is good, maybe it’s your traits?
Player A lists traits
Player B: OK yeah, you gotta do something about that. Here’s a few good choices…

In reality, it’ll be more like this:
Player B: Hey, you! Your DPS is too low!
Player A: I know! I dunno why, though!
Player A gets kicked out of party

The only reason you should want to not play with someone is if they have personality issues. Mostly the kind that go “kitten you” if you try to teach them about the dungeon or ask them about their gear choices.

Honestly, if your party sees you as a “bad” player, even if you’re willing to improve, they won’t give you the chance. And the makes of a “bad” player isn’t just someone who uses Fine gear when running a dungeon. To a lot of people, it’ll be outright dumb things like “not wearing full berserker gear” or “not having all exotic gear”, or possibly “not running popular weapon here”.

Nicer summary of what I said.

Make Mouse Click Deactivate Chat Box

in Suggestions

Posted by: stale.9785

stale.9785

Um, it does. At least, mine does. If I click on anything that’s not the mini-map or the chat field, it de-activates the chat…

Traits that have a cooldown.

in Suggestions

Posted by: stale.9785

stale.9785

Should be easy to implement – after all, I can see a little icon when someone else’s trait is affecting me, it should be no great technical challenge to add the same for our own traits.

Allow us to use normal utility.

in Suggestions

Posted by: stale.9785

stale.9785

Yes. Each class has 1-2 (if they’re lucky) elites that are passably useful, sort of, maybe. 90% of the time, I’d rather have a utility in that slot.

Party statistics for instances.

in Suggestions

Posted by: stale.9785

stale.9785

No, because it’s a tool for elitist kittens, and such things shouldn’t be in the game. Ever. This applies to party wide damage meters, leaderboards (which are the same thing), gear inspection by others, anything at all beyond “class and level.”

So, there you go, supporting Vove – and repeating what comes up every time this has been suggested (does nobody use search?). No.

Elementalist able to weapon swap ?

in Suggestions

Posted by: stale.9785

stale.9785

If they would make the different attunements work different ways, it wouldn’t be a big deal. Specifically, on staff, it should be:

Fire: Heavy AoE damage.
Air: Heavy single target damage
Water: Serious CC and healing. Serious CC isn’t only 5 seconds on 5 targets. Skill 1,2 and 4 should all apply conditions – long lasting AoE conditions. Not a wimpy heal, a vulnerability that always misses, and pitiful duration chilled. bleh.
Earth: CC and serious protection – not one (ONE!) skill to protect, and pitifully short lived CC.

S/D is actually fairly decent at maintaining it’s desired range – ie: melee to short range.

D/D is still stupidly survivable, so I’ll be content if they stop balancing the entire class around one spec!

Retweek melee range weapon

in Suggestions

Posted by: stale.9785

stale.9785

If they promise to make it pvp only, they can do whatever they want. My only dream for future changes is that they stop balancing the entire game around 10% of the playerbase.

Focus PvE nerf

in Elementalist

Posted by: stale.9785

stale.9785

Mega fail Anet… if this is true the tunnel vision is astounding. Doesn’t anybody think a centimeter beyond the immediate scope of these nerfs? What am I saying, of course they don’t.

Please in the future remember that you are balancing an entire interconnected game before swinging that nerfbat willy nilly.

They swing the nerf bat based almost purely upon PvP. The few times they look further, they stop at wvwvw, and don’t consider larger ramifications. For 4 years they let that damage GW1 badly – and they still haven’t learned from it.

Should I switch to staff or stay D/D

in Elementalist

Posted by: stale.9785

stale.9785

I want to love staff, and I’ve posted a thread with many suggestions about how to make it more of a weapon for dealing damage – but I’ve lost any hope of it seeing any kind of buff.

Staves are for support, and mediocre to outright bad damage. Until Anet get’s off their kitten and fixes this, my ele is staying on the shelf. Beyond disillusioned.

Attunement Disparity

in Elementalist

Posted by: stale.9785

stale.9785

Staff:
Fire: 1. weak attack 2. small AoE damage 3.Target AoE burn 4. half range Escape 5. moderate 5 target AoE damage

Water: 1. extra weak attack, heals melee allies 2. Vulnerability that misses 3. Small AoE heal 4. 5 target short duration AoE Slow 5. Large AoE Heal

Air: 1. Ricochet attack 2. 2s charge blind that always misses 3. narrow single target push that always misses 4. AoE swiftness 5. AoE stun

Earth: 1. Normal attack, weakness effect 2: 2s charge bleed that always misses, and is only used to trigger combo fields 3. Anti-Missile shield 4. line of warding style Cripple with short duration 5. Narrow single target immobilize

Description:
Fire – heavy damage and burning abilities.
Water – superior support and healing abilities.
Air – heavy damage and control abilities.
Earth – superior damage-over-time and defensive abilities.

Fixed that for you, so people don’t get the wrong idea about staves.

Rangers are in a good place

in Ranger

Posted by: stale.9785

stale.9785

Rangers are in a good place? Sorry, I don’t want to be a bunker in wvwvw, and I’d like to do dungeons. I don’t give a rat’s kitten about S/Tpvp.

Rangers need help that’s not focused around the s/tpvp areas. Until the longbow is reasonably viable, and we’re not kitten by our AI “companion”, we’re still the bottom of the barrel.

Longbow needs help (projectile speed, primarily, and recharge on Long Range Shot actually matching it’s tooltip.)

I’d love to have some kind of condition removal that doesn’t revolve around the pet, or force me to blow my heal. (We’ve got 3. Empathic Bond, SoR, Healing Spring. 2 depend on the pet being alive, the third wastes our heal.)

Our base damage should not be skewed 60:40 ranger:pet. It should be far closer to 90:10.

Traps still shouldn’t be in the trait line that controls critical damage. Seriously, wtf anet?

I love my ranger, but I mained ranger in GW1, and what we have now is a pale shadow of what they should be.

Ranger - pet UI

in Suggestions

Posted by: stale.9785

stale.9785

They had this in GW1, I’m pretty sure. I didn’t play Beastmaster except for a few times when I was feeling silly, but I’m almost positive that this was a thing. GW2 Ranger UI is hideous and I agree with OP on his suggestions.

The pet had it’s own party slot, same as everyone else – you could see conditions, enchantments, hp, etc, at a glance.

Ascende Items bought with Karma

in Suggestions

Posted by: stale.9785

stale.9785

I support this. As it stands, since I hate the fractal grind, and my guild just isn’t in a position to be doing guild missions, I’m looking at better than 6 months before I can kit out 1 character with the ascended gear available for laurels. And there’s still no back piece.

I have no issue with the soulbound deal, personally – I get how it could upset some, but for me, not a problem.

Upgrading Skills + Skill Mastery

in Suggestions

Posted by: stale.9785

stale.9785

counting nurvus’ addition, i like this.

Stop with the new build timer lies

in Suggestions

Posted by: stale.9785

stale.9785

My understanding is that the build isn’t released worldwide at the same time – though I could be wrong. Through I’d read that somewhere as how they manage bandwidth issues.

Weapon Buffs/Nerfs ? Player feeling.

in Suggestions

Posted by: stale.9785

stale.9785

You can safely dodge every longbow attack except for Barrage by simply sidestepping. This is bad.

Ranger Mechanic - Why Pet-centric?

in Ranger

Posted by: stale.9785

stale.9785

Anyone reported that as a bug yet? The beastmaster profession is misleadingly named as a ranger.

That’s actually an entertaining idea. If every last one of us did that, think Anet might finally accept something is wrong?

Ponytails for Everyone

in Suggestions

Posted by: stale.9785

stale.9785

Long hair, pulled straight back into a pony – like mine is in real life. No bangs, just an option to keep the hair out of my ranger’s eyes when he’s making a shot.

Pets needs to leash.

in Ranger

Posted by: stale.9785

stale.9785

He quoted me by the way, and yes, I can confirm that there is something going on with ranger pets where if you have engaged your pet but then reach a certain distance away from it (without attacking), the pet will continue to attack even though it is out of combat.

I do this frequently in WvW, I’ll tell my pet to attack a door, then I’ll back out of combat and switch utilities (if I want to switch in a spirit for the heck of it, or switch to my longbow).

The only thing I can’t confirm is whether or not the pet also acts as if it’s in combat as well.

I haven’t even been WvWing that long (only a week or so) and I’ve noticed and abuse it to this degree, but in s/tpvp, I’ll get my pet to attack whoever is holding mid, then I go back and bunker the side point. Now I’m essentially at two entirely different parts of the map, pressuring a target at one point, while holding a point at the other.

I mean, I know we all have a lot of ranger pride, but there has to be a point where we acknowledge that a mechanic like that is a little broken, especially since you can’t even sic your pet on a target outside of the 1200-1500(guess-timated, but still a limited range) range I mentioned. So why should it be attacking something 4000 range away, even though I can’t make it go that far with the F1 key.

I know there are people in the ranger community that will probably rage at me on this, but I don’t care, because I’m actually able to acknowledge that this current implementation has some exploitable behavior, as well as it having a quirky feel.

If that’s how it’s working then it is indeed broken – I suppose I’ve never left my pet attacking something in WvWvW and myself moved onto something else.

Needs a fix – the obvious one being making sure the ranger remains in combat as long as the pet is engaged. That should result in normal combat situations for HP regen, which is the root of the complaint.

Pets needs to leash.

in Ranger

Posted by: stale.9785

stale.9785

Just make it so that if pet is in combat so is ranger.

This is how it is now – if my pet attacks something, I’m in combat, regardless of what I happen to be doing. If this breaks at large range, it needs to be fixed. It doesn’t, as far as I can tell, ever break though. At least, I couldn’t get my pet to attack anything, regardless of range, without being considered in combat.

Ranger Observations from Yesterday

in Ranger

Posted by: stale.9785

stale.9785

what the eff you are talking about, rangers are op not kill-able with insane healing and annoying attacks

Troll or T/Spvp player. (I say this as though there’s a difference.)

Our Guild Stash has been emptied

in Guild Wars 2 Discussion

Posted by: stale.9785

stale.9785

It was a really mean thing to do, and I’m not defending the person who did at all, but you can’t report them since they didn’t break any rules. Guild Stash management is wholly the responsibility of the players, ANet has stated their stance on it in the past. If you gave someone access to the guild stash and they took everything, they’ve technically not broken any rules since you -did- give them access to it.

Wat?

You are NOT EXPECTED TAKE ALL OF THE CONTENTS even if you have access to it.

Another thing to solve this is if you TAKE things from Guild Stash, you won’t be able to leave the guild for 1 week.

I like that last bit.

Stealth change Idea

in Suggestions

Posted by: stale.9785

stale.9785

I think you should go play a thief for a while. then, rewrite your thread.

I’ll pop in here – I have a thief, just barely past lvl 70. He’s hands down my best wvwvw character. I dont’ die, literally cannot die, unless I do something stupid.

Stealth, poke at opponent, decide whether to A) burst him down, B)re-stealth and leave. Very rarely, I’ll find someone who nails me unexpectedly, but generally I can bail from those fights too.

As long as I don’t get caught in the open, I’m golden. None of my other chars offers nearly this level of choosing my battles.

I’ll grant, in a zerg, I’m not quite as potent, but still – for roaming, thieves are still the gods of wvwvw, and unless they change something about the stealth/burst combo, that’s not going to change.

(edited by stale.9785)

Slots 1-5, I'm seriously baffled.

in Guild Wars 2 Discussion

Posted by: stale.9785

stale.9785

Someone said it, and it wins the thread for ideas they might implement – give each weapon type double the current number of skills. Allow players to choose which skills they want for 1-5. Most of them could be replica’s from GW1, without much problem.

(The guns present a problem, but that’s why I never wanted frigging guns in my fantasy game anyway. Rageface.)

Ranger Observations from Yesterday

in Ranger

Posted by: stale.9785

stale.9785

Rangers haven’t been underpowered. The current issues with them are:

  • Pet AI could still use some tweaking to better handle moving targets
  • Less viable utilities than most classes (hi spirits)
  • Some trait tweaks (many classes need this)

You forgot the biggest issue – being dependent upon the pet for a large chunk of your DPS. The pet should be optional, not required.

Ranger Mechanic - Why Pet-centric?

in Ranger

Posted by: stale.9785

stale.9785

Dreamham, Akisame, I’m in agreement with you guys. And Dreamham, you’ve not said anything that I didn’t. Pet’s are 40% of our potential DPS. The only way to utilise it is to roll BM. This is wrong, and should be fixed.