Ranger toughness is an issue in raids — Guild Wars 2 Forums
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Ranger toughness is an issue in raids

So on the last balance patch the devs did a really cool thing for us raiders and removed the toughness buff on Guardian and Elementalist, but then Soulbeast became meta and since they did not remove it on Ranger we still face the same issue as before. I feel this was a small oversight, but for the sake of consistency, it would be cool if they implemented a similar effect as the 7% damage reduction that eles got when the change happened. We would prefer it if we could control who the tank is at all times and not have some random effect like merging with a pet of a soulbeast switching aggro. Thanks in advance!

Comments

  • I 100% agree. Toughness is so useless. I'd rather have them add marks or SAK for the person that tanks. Like SH and PQadim

  • Lexi.1398Lexi.1398 Member ✭✭✭

    NGL i've had more issues with random toughness and death magic reapers than SLB toughness, but i do agree. Don't know what they could do with pack alpha that'd make sense though, it would seem weird to add a % modifier to a trait with otherwise flat bonus' - i wouldn't be sad if they just removed the toughness and kept the rest as is though (in PvE anyway, idk what wvw/pvp does or if they even care about the beastmastery traitline).

  • Painbow.6059Painbow.6059 Member ✭✭
    edited May 19, 2020

    edit* thought this said reaper for some reason lmao

  • LadyKitty.6120LadyKitty.6120 Member ✭✭✭

    Or just have someone capable of tanking use toughness food and maybe buy some cheap exotic trinket to get over 1150 toughness. True, it's 150 wasted stats but in 99.99% of wipes that shouldn't be the difference between success and wipe. For comparison, it's like everyone in one sub lacking 1 stack of might which isn't lethal. If the tank is support or condi dps, it's about 0,1-0,2% less squad dps total and if it's a dps tank (which only Kitty does apparently), it's 0,4% squad dps loss. With healer tank, it shouldn't be even noticeable at all. (Not that it'd be in other cases either realistically unless you're running with a squad of computers running exactly the same way every single time and RNG doesn't exist.)

    It's Kitty. The young lady who streams and records videos playing various (non-)metabuilds. Raid/fractal videos at youtube.com/LadyKitty, Kittymarks test results at youtube.com/Kittymarks and tinyurl.com/Kittymarks.

  • @LadyKitty.6120 said:
    Or just have someone capable of tanking use toughness food and maybe buy some cheap exotic trinket to get over 1150 toughness. True, it's 150 wasted stats but in 99.99% of wipes that shouldn't be the difference between success and wipe. For comparison, it's like everyone in one sub lacking 1 stack of might which isn't lethal. If the tank is support or condi dps, it's about 0,1-0,2% less squad dps total and if it's a dps tank (which only Kitty does apparently), it's 0,4% squad dps loss. With healer tank, it shouldn't be even noticeable at all. (Not that it'd be in other cases either realistically unless you're running with a squad of computers running exactly the same way every single time and RNG doesn't exist.)

    You're missing the main point of my suggestion which is for toughness, what you do to 1 class you should do for all. The devs intended to remove the toughness tank swapping issue by modifying the way eles and guards work, but did nothing to soulbeast. As a result, the exact same problem exists that they were trying to resolve. I mean sure the players can compensate for the problem by having the tank change gear etc, but that leads to more downtime when you're running through a wing where only one fight runs a soulbeast and all the other ones don't need it. Alternatively, if you're wanting the tank to always have 1151 toughness then you're just making your group overall worse for fights. Tbh, idc if it's 0.4% lower squad dps, having to adjust how you play for any 1 class isn't balanced. Additionally there is time loss setting up the fight. Even in a static group of the same 10 ppl, sometimes we lose 5 minutes of time talking about toughness just to kill the boss that takes 3 minutes.

  • @Ayrilana.1396 said:
    So having a tank have at least 151 toughness is asking too much?

    If a group is spending 5 minutes going over toughness, especially since soulbeast is the only class you’re claiming there to be issues with, the your group as some serious problems that have nothing to do with toughness itself.

    It does not take that much time for everyone to ping their toughness and for the tank to adjust. Assuming players are using meta builds, a lot of the time you don’t need them to ping it. Exceptions maybe being the hand kiter at Deimos.

    We should be able to run a tank with 1005T without having to pander to 1 archetype. Period.

  • sokeenoppa.5384sokeenoppa.5384 Member ✭✭✭✭

    @Ayrilana.1396 said:
    So having a tank have at least 151 toughness is asking too much?

    If a group is spending 5 minutes going over toughness, especially since soulbeast is the only class you’re claiming there to be issues with, the your group as some serious problems that have nothing to do with toughness itself.

    It does not take that much time for everyone to ping their toughness and for the tank to adjust. Assuming players are using meta builds, a lot of the time you don’t need them to ping it. Exceptions maybe being the hand kiter at Deimos.

    For me its more about tank forgetting to swap gwar between fights which leads to /GGs which is anoying. Like after VG group wants to have a soulbeast for gorseval and thwn again no soulbeast for sabetha. Thats anoying gear swapping for chrono.

    I'll have two number 9s, a number 9 large, a number 6 with extra dip, a number 7, two number 45s, one with cheese, and a large soda.

  • Henry.5713Henry.5713 Member ✭✭✭✭
    edited May 20, 2020

    Toughness based tanking has always been nothing more than their easy way out for the first wing. The idea that your most "tanky" person needs to be your tank in any situation seems so simple and basic. Most MMORPG veterans would know that games, especially one as complex as GW2, usually give you good reasons to look further than that. Not to mention that new players are known to wear quite a bit of thoughness gear for one reason or another. All of that makes their decision look pretty strange in hindsight. We should be happy the aggro isn't based on your individual HP pools.

    I would very much prefer a dynamic system similar to Qadim2 that allowed us to pick our tank on the fly. Or one that allowed us to set the tank for the entire fight, if the ability to swap is considered too good.

    Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something. ~ Robert Heinlein

  • @Henry.5713 said:
    Toughness based tanking has always been nothing more than their easy way out for the first wing. The idea that your most "tanky" person needs to be your tank in any situation seems so simple and basic. Most MMORPG veterans would know that games, especially one as complex as GW2, usually give you good reasons to look further than that. Not to mention that new players are known to wear quite a bit of thoughness gear for one reason or another. All of that makes their decision look pretty strange in hindsight. We should be happy the aggro isn't based on your individual HP pools.

    I would very much prefer a dynamic system similar to Qadim2 that allowed us to pick our tank on the fly. Or one that allowed us to set the tank for the entire fight, if the ability to swap is considered too good.

    I really like the alternate idea of choosing tank with a mechanic instead of toughness, but I think Qadim2 was a poor execution of it. The reason I say this is because if the tank has to leave the center circle for any reason (such as getting the lightning strike mechanic) it randomly selects another person to be the tank that's in the circle. Then the only way for it to get back to the proper tank, is for everyone except the tank to leave the circle area so that it "randomly" selects the only viable target which is the original tank. I've had a few sloppy pulls where this has happened, and I firmly believe it's a poorly designed mechanic as a result. Soulless Horror's "Challenge" mechanic is MUCH better designed imo.