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Posts posted by niconori.7235
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4 hours ago, anduriell.6280 said:
Although i share your thoughts in that could increase the viability i think it would make soulblast too oppresive, because One Wolf Pack is capable of being shared with up to 5 friendlies (with the trait).
I am more of the opinion to improve other skills like Vulture Stance or Pets merged skills. Call Lightning comes into mind, that skill feels it does very little damage for a 5 seconds AoE in BeastMode.
Another thing it would help SoulBeast to become less clunky is to disassociate Archetype skills from the pet's themselves. It would open builds up other pets which are not usable otherwise.
Yeah that's why I suggest to lower the CD and proc dmg. If proc damage is lowered, it would lower the overall burst potential, be it shared or individually, if that's what anet sees as a problem (taking into account pvp/wvw modes as well). To balance things out, we should also lower the CD so SoulBeasts have access to a low CD damage amp skill for general pve bosses, and not affecting the overall damage output in longer encounters/raids. Therefore, my suggestion is to lower the proc damage, and lower CD to 30 to 45s.
I was talking about an elite skill, I share your thoughts on underused utilities.
Disassociate Archetype skills is a good suggestion too.
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I would prefer if One Wolf Pack proc's damage is lowered, and also the cooldown lowered as well to make it a more spammable elite skill.
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I can't believe Ranger's Marksmanship minor traits are not looked at. These stupid traits has only one use at the start of the battle and no more. It needs an ICD or needs to go. Hands down most useless traits in every mode in the game.
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@Javoker.7046 said:
If ranger is gonna be nerf further in WvW at least reduce the amount of reflects/ blocks on other classes (mainly firebrand in this case, ToC Chapter 3, 8x lul).
As if ranger is not already useless in WvW when fighting outnumbered (talking about 2-3x larger than you are), when there are more reflects than my unblockable. When I can only hit something every 40s.
I only use 1 unbockable so the previous nerfs to the other 2 unblockables didn't affect me at all ^^.
It's also funny how all the squishy builds are the ones QQing about ranger auto atk doing 10k or more but ignoring the fact that weaver's fireball could do just as much to the same squishy target. How about hitting that ranger back only to find out that you can pop that ranger like a bubble too LOL.
This exactly! Especially bolded part. The only good thing a ranger is good at is punishing these squishy builds like full zerker ele, thieves, mesmers. And it's already difficult to kill them. It's actually quite impossible to even down thieves and mesmers and they can just escape easily if they don't stupidly over-commit. Ele has vapor form to get back to zerg and get ressed. We should do something about perma invis 1 shot deadeyes instead.
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"high mobility classes will be more forgiving as the ranger won't be able to finish off when a mesmer/thief/ele make a mistake. Now they'll be able to yolo anybody and troll them forever with continuous dissengage teleporting around.The almost non existenting roaming scene in wvw will suffer for this. It will be no fun to move around the map if not in a zerg with one of the trinity build. "
^ This!
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Strongly disagree with ranger change. Rangers are useless in wvw group play already and with all the abundant amount of reflects in the game you barely hit anything with your attacks and there's also LOS so how does it need a nerf? Rangers need the auto attacks to generate downs or finish the downs and it's only doable if they are out of position. Even if downed, they have a good chance to get ressed up by the rest of the group if there is decent team play.
In melee range, a ranger is totally useless. Every class demolishes a ranger easily in melee range, and that's fair to me, because a ranger is supposed to fight from range. AND YET, you still want to nerf the only thing a ranger is capable of? This is just ridiculous. There are so many tools to get close to a ranger, stealth, blinks, leaps, pulls.. so so many, it's a L2P issue really, and smarter players know this and always focus the rangers first.
Every class is borderline OP and has things only they are capable of. Necros with their boons corrupt, Guardians with their irreplaceable role in wvw as frontline, thieves with their exceptional gank ability and still able to get away with evades and stealths. Mesmers and engs are similar to thieves but can also be useful in group play. Warriors and revs have multiple roles as well. And what does a ranger have? Yup, you guessed it. Range. That's it. So I strongly disagree with that change.
In fact, rangers need a change for Marksmanship minor traits. They are all useless after the first few seconds in combat. I hope Anet introduces a way to reapply them in combat, or just give them an overhaul on the whole spec like moving current traits into minor and introducing new ones.
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Point Blank Shot: This skill now scales knockback distance dynamically between a range of 100 and 600 based on distance from the target.
Can we change PBS to 1500 range then? Have the knockback distance range between 0-600.
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RNG sucks, period. Also the skins are too expensive.
Ranger patch changes
in Ranger
Posted
Nah, it was retal. Retaliation was so frustrating. 1 barrage onto enemy zerg and there goes half your hp. Reflect is already bad but retal is worse.