(edited by starspear.1057)
Showing Posts For starspear.1057:
Specific Game Mode: Pvx
Proposal Overview: Trait and utility improvements
Goal of Proposal: Ranger at the moment has a difficult time defining his role due to some questionable trait placement choices and its direct effect on utility skills. The proposed changes helps us in evolving the role and function of the ranger.
Proposal Functionality:
Signets – Active effects of signets have to affect the ranger by default. It is a bit absurd to think that ranger has to spend 30 points just to get the active effects. At least, If the pets functioned as intended the present system could be given a pass. But the crippling nature of pets gives little incentive to use the signets and investing 30 points is not worth the reward. (Personal experience: As a role playing game the ranger character is the extension of the person playing and the pet is the extension of the ranger. The person playing is satisfied when the skill he activates has a direct effect on the ranger and the way he plays. Unfortunately if the direct effects of the skill are given on a pet, its level of satisfaction on the player is minimized. This is the reason a majority of players are unsatisfied with ranger because when the activity is shared between the ranger and the pet, the player feels that the ranger has no oomph with him. This is further magnified because of faulty pet mechanics which is a completely different topic. This is not only related to signets alone but also to other utility skills. The player who is in direct control of the ranger has to have control of the fight and the pet has to support the ranger and not the other way around where the pet controls the fight and the ranger supports him all the time.)
Traps trait placement: The placement of Trap traits VIII and XI in skirmishing tree is questionable. This acts as a hindrance to build customization and diversity. This can be solved by moving it to the wilderness tree and and placing appropriate trait from wilderness tree to skirmishing or designing new traits or merging traits etc.
Beast mastery : The adept trait instinctual bond fails to explain its role and functionality. I have personally seen where my pet has failed to attack any enemy when I was downed even though the pet was alive. Moreover the ranger loses all control of the pet when he is downed and he cannot use the pet skill. Therefore giving quickness to pet at this stage serves no purpose. The rare instance where the pet with quickness takes down the enemy faster is purely situation oriented and contradicts the design philosophy. Instead remove the trait and replace it with something that cleanses the ranger of one condition on pet swap. This also has a direct synergy with the loud whistle trait.
Associated Risks: Time consuming process. The community has to have a lot of patience and confidence on the developers to reiterate the class and the developers need the will to go through with the changes.
Thanks for reading
(edited by starspear.1057)
1. Ranger (PVE and PVP)(Basically everything)
2. Elementalist (PVE)
3. Necromancer (PVE)