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anduriell.6280

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  1. Sure Dadnir I am convinced they use those. But my point is those budgets are usually defined in base of the wiki descriptions which do not match how the skills actually work in combat. So using the wiki descriptions to account for those budgets do not work at least for the ranger.
  2. What game mode? Because the 3 differs greatly and deppending what is your playstyle some builds may fit you better than others.
  3. Engineer is the main for some devs at anet. Ranger is not. That's the difference. In fact the only fixes we got to the pet mechanics (the quicknees and whatever they fixed in the latest patches) is because of the engineers mech, so be grateful because at least we got that.
  4. That's the expected effect of a support set which ranger got none until now, fully functional i mean because staff is not there. You are experiencing what any other single class has got to enjoy from the very beggining with their support sets. Talk about unnecesary caveats and artificial downsides imposed by the devs in any other set.
  5. Well that sustain is coming from celestial set and still very far from sustain you can get in other cele builds in other classes. Nothing to do with the ranger class i am afraid. Still those ranger builds hit like a wet noodle compared to other classes in similar cele builds. You are judging a class because of something external instead of the mechanics. This reminds me to the trapper ranger build wich worked because of the stealth on trapper runes. Now that effect is gone i wonder how many people still uses traps offensively. The issue with the ranger as a hole is the class mechanics which needs to be revisited in almost every single skill. The comment from @Dadnir.5038 just sounded like anet devs sure think about the ranger. I won't go into details but every single point he brought is wrong as the skills, and i feel i am repeating myself a lot latelty with this point, may look decent or even good in the wiki description but everysingle one of them are simply broken in a bad way at some point which makes the skill or weapon clunky at best. As i have said many times: Ranger needs somebody who plays with the class to take over the fixes. Ideally a main so that person understands what is actually going on with it because by reading the wiki descriptions you won't go anywhere.
  6. Also longbow #3 but that skill sucks as you can go into cooldown with nothing if the target is not directly in front of you or you miss the target because terrain invisible block.
  7. I think I already share previously if the game detects you under the map / outside from the bounds it should kick you from the session instantly. Client and server side so there is no chance to skip it. Easy fix to an everyday problem and if it’s a false positive the worst is you just need to log back in.
  8. P2W is attributed to a live service games and any mechanic that provides a paid advantage over not paying players. it does not matter if it’s an mtx, game pass, battle pass, dlc or expansion. it becomes a P2W mechanic when you mix players who haven’t paid for the additional effects and players which did. it doesn’t matter how you try to frame it: pay for convenience, pay for content, pay to advance they are all Pay 2 win at the end. Any other argument is just hypocrisy disguised as apologists for a company.
  9. We all know anet devs do not play with the class as a whole aside from open world roleplaying or farming. They may have knowledge on how the skill writes on paper unfortunately that is not how it translates in game: you need to play with it to see how it fits on the flow of an encounter. They may see in their consolidated data: “well this skill has been used in pvp a lot that means it’s good so let’s nerf it to keep the builds fresh and also so players has to spend gold on re-stat their builds” not having in mind those builds are used by bots and new players because it’s the build publicly available in some website not because it is any good. at the end I feel like I repeat myself a lot, what we need as player base it to have an actual main ranger doing the fixes. Ranger weapons suck and that’s because they only test them for 40 seconds on the golems arena. One skill/trait may be overpopular because there is no alternative and not because “it’s op”.
  10. Do not fret. Anet always does this: design poorly overturned the new spec ( or weapon set) and then nerf it into oblivion. this is not only for the ranger, but this class is one of the first to get the nerf hammer anyway.
  11. In pve the impact is not that great, unless specific situations you don’t need a 10 condition clear in 10 seconds. Not that it matter as pve is irrelevant for any kind of balance talk because you can do raids on green gear. in pvp probably is not that big of a nerf either: it is true the skill does less condi clears but you will see now how the skill works better to clear condi bombs. So I do think Bedo is on point here. Probably anet hasn’t done this because balance but because it is one of the few long lasting (10 seconds) pulsing AoE in game.
  12. This is my feeling about how the ranger should be balanced about: Alac it’s a thing should have never been creeped in into the Druid, it was a payoff because of the nerf to raid builds when grace of the land was nerfed. Druid should always been designed about the tether mechanic from some glyph for sustained support and CA for spike healing and less access to direct offensive effects but increase damage for friendly by baseline on the Druid traitline(like original designs for lingering light and grace of the land). if untamed would need to be reworked to have more impactful skills with much higher cooldowns (including hammer) and much more resilience (tank capabilities) for the player and the pet it would make sense for it to have personal access to alac instead quickness. Cantrips should have always been designed as team oriented skills instead whatever it is now so it gets a spot as tanks/bruiser with low spike damage and easy access to stunlocks. Ambushes could be thematic but those make sense to activate for untamed and the pet (the pets would need a generic ambush skill too) when they CC a target instead whatever mess is now. The specialization would need to be reworked from the ground up in any case. quickness should be a thing on soulbeast skills and traits for the player only, so the specialization removes so many multipliers (damage from BM and some skills) and instead get access to quickness as means to keep the spike damage by many hits. That benefits the power and the condi side allowing the player to pick the build they would like to play instead being pigeonholed into strike.
  13. I do agree with this and that doesn’t happen very often. But all glyphs should be pbaoe around the Druid by using the tether mechanic so the tethers became a the signature mechanic for the Druid with the CA. Tethers are different from pulsing AoEs in the sense they have an activation range and a leash range which breaks when it is exceeded. S&R should be the elite skill instead the rampage as one (or however is named now). That skill should be the team support signature for the other specializations. But again it would need the range increased, even if it causes issues on pvp.
  14. Anet devs do not like the ranger to have stability or spike damage as it seems.
  15. I think the changes to the traits are a nothing burger, it touches nothing of relevance for ranger builds. The changes to Healing spring seems like a big deal, it is not. Nobody would stay 10 seconds on that AoE during combat. The sleeper changes are done to hammer, if I am not mistaken the speed increase in auto attack chain is improved in half a second. And additional damage. And doubled AoE in the stun. I am not sure it is a good idea to make WS even more prevalent with added strike reduction to the already mandatory cleanses traitline. But again, anet devs would need to play with the ranger to see this stuff.
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