Showing Posts For swifti.2590:
They wont nerf HGH because. . .
Ele’s can stack it just as much. &
They have: Good damage, spike damage, Invulns, condi removal, boon stacking, heals, dots, speed, CC. . . . .
My 2 cents.
I was thinking about my engineer yesterday, the elixir’s and random buffs.
I know the devs have mentioned before about how they like RNG (random number generation) but it serves no real purpose in games were players have to make a decision for one skill over another.
It may have been mentioned before but i thought we could have conditional requirements for an elixir buff depending on what we (the player/avatar) were doing at the time.
For example. (tool belt skills)
Elixir S – The random buff is either a stealth or stability. To make the gameplay more dynamic, why doesn’t the stealth buff apply when we’re below 50% hp and the stability apply above?
Surely we would like stability at the beginning of a pvp fight to stop instant CC’s. Stealth would be a useful tool when we’re under pressure below 50% hp.
The Elixir B is the same. Tool belt. Swiftness, retaliation, might, fury.
If we are moving buff = swiftness
If we are stationary = retaliation
If our energy is above 50% = Might
If our energy is below 50% = Fury.
The list could go on. E.G If we’re being attacked = retaliation. If not = might.
Just an idea on how to improve a system to be used in a better, smarter way.
Discuss
Oxegen.
Reasons the "ranged" ranger doesnt cut it for dps in PvP - Fix's that are required.
in Ranger
Posted by: swifti.2590
Hi all,
My aim of making this post was just to clarify some of the issues that are plaguing the Ranger as a ranged class at the moment. Mainly two issues.
To start the Longbow.
Previously it did very well in terms of damage and utility. Hitting hard from range, adding positional mechanics to make the game less dull and more dynamic. A signature burst move Rapid fire, A debuff to improve damage to the target, whilst also increasing pet movement speed, a knockback that can do decent damage and support in many different ways. And the Volley, with its recent increased radius and damage.
The number 1 attack does provide decent damage, but many shots fail to land due to “obstructed” when there’s nothing, no terrain, players, pets, dodging, blocking, objects preventing the shot from landing. The speed of the arrow and how buggy the landing is, needs to be addressed. The damage i think is Ok.
Rapid fire needs to be buffed again, this ability was nerfed severely and should be increased with a slightly longer cd?
Hunter’s shot appears to be bugged and not benefit from any power bonus to its base damage.
Point blank and Volley seem fine.
The rest of the weapons are ok, not fantastic but nothing that actually requires bug fixing or improving in a major fasion.
The second main issue is the pets and their cast times. The dogs having a 0.5sec cast time on their base abilities. This is the best we can offer in pvp. Due to the pet AI’s terrible pathing issues, pets are a complete joke against any moving target, let along a target with swiftness. Cats ,birds etc are off the agenda until they all get equal or better pathing/activation times.
If you have any doubt, just try having a cat chaise the moving golum in the mists. This includes having my cat with it’s base 30% speed increase from traits and a swiftness buff from hunters shot ontop.
The pets activation on their abilities needs to be decreased so more pets are available in pvp, adding more utility and damage you can actually rely on.
Any other thoughts?