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Untamed Feedback Thread


Fire Attunement.9835

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It is MUCH better. Condi power hybrid builds are very good, I find power builds less so because the pet unleashed attacks have condi anyway, so except if there is some options like for the mechanist, to choose a power pet unleashed attack, it obliges for at least a hybrid build.

 

Now for the things that need some attention:

There is no way to tell when the ambush skill is reloaded, and the reload is too long. The time for the ambush is too short, especially for the short bow, there is no time to target it

Pet AI is not so good.

 

Vine prison should be instant, it's impossible to catch anyone in pvp with it due to the cast time, and in pve there's no need for it. 

 

The spore utility can be improved more, the poison damage is very weak.

 

The heal is better but still not as good as the other heals.

 

Overall, it feels really nice. 

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Untamed WvW Feedback (25+ squad fights)

Unleashed state

+ 1s cool down has made the class much more playable.

- It is very difficult to tell which state you are in at a glance.

  • Make the skill bar area have a visual indicator similar to Druid and Soulbeast when the ranger is unleashed. (this is the most useful)
  • Make the F5 unleashed toggle glow when the ranger is unleashed.
  • Flip one of the icons to face the other way and give it a different color.

 

Hammer

Thump/Unleashed Thump:

  • The leap makes the class more mobile.
  • Making this a ground target like Warrior Earthshaker would make this skill even better. It gives the player even more control of seeing their impact area and how far to leap. A ground target also makes it easier to use as a blast finisher.

Savage Shock Wave / Unleashed Savage Shock Wave:

  • 1s is very slow, making me want to avoid using this over other hammer skills. The damage in unleashed state does not feel appropriate for the amount of time the skill takes to execute.
  • 0.5s would feel much better.

 

Ambush Mechanic

+ This added a very interesting aspect to the gameplay.

- Add a visual cool down timer to Unleashed power, because it is very difficult to see when it's available.

-Change the ambush attack window from 2s to 5s.

  • Changing this to 5s gives more room to execute the ambush and give the ability to use another skill first to maximize the potential of ambush skills.

- Change Unleashed Power to 10s to match weapon swap cool down.

  • 15s feels much too long for the amount of damage the ambush skills currently do.

- Ambush skills should be quick and hard hitting.

  • Damage is too low on all ambush skills.
    • The ambush skill should do significantly more damage than the skill it replaces to make ambush skills feel like something you want to use. For instance, full channel of hammer ambush skill does less damage than the Unleashed state of the hammer auto-attack chain over the same time frame.
  • Get rid of channels like hammer and ground targets like short bow; they interrupt the flow of play and take too long to execute.

 

Damage

- Damage on Untamed is very low in WvW compared to all other damage classes used in zerg play.

  • In order to be viable in WvW squad comps, damage needs to be increased to be competitive with other classes.
  • Untamed is promising, but without comparable damage many groups will simply choose to run something else.

 

Traits

First line:

  • Change this to enhance hard/soft cc and condi.
  • Linking the benefits to hard disables makes this line negligible considering how little hard cc ranger has.

Second line:

  • Change to give better reasons to use cantrips.

Suggestion:

  • More boon application.
  • Share boons with allies.
  • Group condi conversion to boons.

Third line:

  • Make this the ambush line. The ambush skills are more universally beneficial than boosting the pet.

Suggestion:

  • Adept: All ambush skills create a spore under each enemy struck.
  • Major: Ambush skills corrupt 4-5 boons from each enemy struck (unblockable).
  • Grandmaster: Ambush skills place an effect called "Ambushed!" on each enemy struck (unblockable) that prevents boon application for 2s.

 

Pets

- Pets in WvW are at best useless and at worst a liability.

It's better to have an option to just not have a pet in WvW.

Suggestions:

  • Make the stow pet option keep the pet stowed even when in combat.
  • Consider increasing the damage to the ranger when their pet is stowed.
  • Add pet family attribute bonuses to the ranger when the pet is stowed.
  • Turn the pet into a gyro that passively gives boons to allies.
Edited by Taiki.9265
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First of all thank you for making high skill based specialisation ! The more i played it the more reward and fun i got which is good design for me and rly got the feeling of unlimited potential if played right. I will talk only about PvP (plat2/3 lvl but i am mostly into theorycraft). So this are the only changes i would like to see in PvP.

 

PvP:

1: Perilous gift: this skill now doesn t stack with vitality and always heals for 8k inside pvp. Rest of the things stays the same so it is still good for fatal dmg imunity and buffs because it is good tool to keep your pet alive. Maybe even longer duration on pet like 5 seconds but im not sure on that one for pvp alteast.

 

2: Natures Binding: this skill now acts as static field from staff ele so it can be cast without target and field will stay for utility

 

3: Toxic Shot (unleashed shortbow attack): this skill is now called distracting-shot and daze (1/4s duration) targets with pierce effect. If an enemy was interupted it increase the recharge of interupted skill for 10 seconds and daze for 1 second instead. 

 

4: Unleashed weapon skills now procs when you unleash pet and not when you unleashed. Reason for this is more reactional gameplay because right now if i want to use it i need to enter pet unleash than wait 1sec delay to unleash myself in order to use it.

 

I am very happy with untamed so far and all the things you took care of like barrier trait responding  on expire of cantrip heal and rending vines having delay for combo potential while still being sneaky to remain good reactive utility. Changes 1. and 2. could set in stone viability of untamed in teamfight and finally good reason to drop wildernes survival since cantrip trait Nature Shield provides decent sustain and it would also put hammer in much better spot. Change 2. will also add a new light to torch/axe offhand weapons and traps in pvp. Change 3 and 4 is what i would like to see the most because im pretty much happy with bunny thumper vibe and how it is translated but am kinda sad to see old d-shot and whole interupt style was never implemented on shortbow which would suit it perfectly. Problem with current shortbow is that it is fast paced but instead interupt playstyle it has hard cc (long cd and long cc and no bonus for interupt). Since shortbow is badly telegraphed for hard cc i think making it interupt playstyle is the perfect way and untamed is maybe good opportunity to do it. This would also make condition builds synergise better with Fervent Force. The point 4. is writen because you would need to swap unleash skill on demand to achive reactive playstyle and it would also add more unique flavor to unleashing pet and is more natural atleast for me. Anyways untamed is amazing experience so far and thank you one more time !

Edited by CroTiger.7819
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Heyo -- just dropping in to discuss some general and specific feedbacks! [PVE]

 

General: What was done with the Untamed was VERY impressive, and it feels much better using other weapons while using other weapons. One thing I will point out is the UI art for the Unleashed -- it's the same as the Soulbeast. This could just be in the development pipeline, but it would be good to update. 

 

Specifics:

Hammer

I kind of think the spores on the melee unleashed attacks should be a trait that you take. It feels a bit too "samey-samey" across the board. And, it is a bit strange it is not on the Bow Unleashed Ambush skills -- particularly Shortbow. 

Traits

"Nature's Shield" - Cantrips grant barrier to you and your pet. Unleashed Ambush skills steal life. (1,715 Barrier. 600 Life Siphon Damage. 1,000 Life Siphon Healing. 280 Additional Life Siphon Healing.)

"Blinding Outburst" - Venomous Outburst deals more damage and blinds targets. Unleashed Ambush skills summon a spore under the struck targets. (+ 25% Damage. 2s Blind. 1 Spore Per Target)

 

"Natural Fortitude" - Remove the Life Siphon, and place it on Nature's Shield. 

 

"Ferocious Symbiosis" -You and your pet grant each other increased damage and movement speed when striking enemies. Unleashed Ambush skills deal increased damage.  (+3% Damage. 5 Stacks. +25% Damage). 

 

Edited by kroof.5468
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It feels a bit...restricting how all the hammer skills change when unleashed but other weapons only get a temporary ambush skill? I get it's the specs weapon but so is dagger for soulbeast yet, you aren't loosing any of soulbeast's kit should you choose to use greatsword instead. With untamed though it feels kinda bad if you like many of the traits but...don't wanna use a hammer? 

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The rework changes for Untamed were very good, I especially like the reduced cooldown on Unleashed and the new Ambush skills. Below are the issues that still bother me with Untamed
 

Ambush -

  • Hard to tell ambush is ready as the indicating icon is very small
  • Add large UI indicators over the skill bar/unleashed icon
  • Instead have it not on a cooldown but triggered after unleashing to ranger after using 1/all of the unleashed beast attacks 
  • Ranged attacks should also have the spores, especially shortbow and axe for the poison
  • Window to do the ambush is very small, makes it hard to use shortbow or another attack before the ambush
     

Gameplay - 

  • Does not fill a role in PvE that Soulbeast doesn’t already fill. Please give it some distinction other than DPS.
  • Have cantrips share the boons/barrier with a trait. Add aegis and allow Untamed to give aegis/stab as a guardian alternative
  • No reason to have pet unleashed for longer than 2 seconds to use all the abilities
  • Vow of the Untamed should apply to your pet too
  • Have Ferocious Symbiosis only work when unleashed, pet needs to be unleashed to give you the damage buff (would no longer refresh duration when triggered). Also means its not always the best thing to spam unleashed moves as soon as pet is unleashed so you have time to build up the stacks
  • It is very tedious to have to activate the low cool down attacks for pets for them to do the same dps without the elite spec, especially in non-intense content like open world. Please think about adding auto-activate toggle for pet moves with less than 10 second cooldowns.
  • Hammer still has no skill which buffs the pet unlike every other main hand weapon for Ranger
     
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After 4th beta:

 

I still don't see any specific role tied to the Untamed. What is good at?

Teleports and damage? Revenant and thief are still better because they also provide group buffs or stealth.

Boonrip? Necro and warrior are definitely better.

Crowd Control? Even druid is better at cc locking.

Honestly, the gameplay feels better after the changes, but i don't see this spec playing at any high level content.

 

My suggestions: 

- Untamed  needs an unique and specific buff, maybe something like "After you disable an enemy, that enemy can't gain boons for x seconds". 

- Spores needs to grant some buffs for allies, maybe "Your boons can't be removed or corrupted for x seconds after you touch a spore"

- Cantrips needs cooldown reduction trait and specific buffs instead of random boons, for example Nature's Binding could remove boons from enemies every second if they don't escape from the cage, Exploding Spores could remove 1 boon for every spore that hits the enemy.

- Pet needs a perma-stow option for wvw.

Edited by kappa.2036
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I'd prefer to see:
1) More damage emphasis from the pet

2) More protection for the pet, so they are strong enough for participating in zerg fights.

3) Some way of weakening the ranger to further empower your pet, making it into a true unleashed wrecking ball.

 

The current direction for ambushes and just more pet control seems counter to the concept of the character imo. 

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They pitched Untamed was frontliner WvW without giving a thought about the pet mechanic. Untamed is DoA in WvW zergs. It can't compete with Soulbeast for condi nor power dps, DoA in PvE. So what is the point of Untamed, really ? Super disappointing. Better just scrap it and restart a whole new thing. Too late.

 

They gonna try to keep throwing things on Untamed to make it work, first example being Ambush skills. ANet, if you wanted to make Untamed like an Elementalist, then change all the weapon skills on Unleashed. At this point, it is NEEDED.

 

That's what happen when you glue a pet mechanic to a class without making change to it years after years.

 

Next ranger specs gonna keep having issues that will never resolved as long the pet mechanic exist as the main profession mechanic of the ranger. 

 

1) Stop making everything conditional. They aren't even worth it.

2) Traits are super boring.

3) Make the unleashed pet skills based on your stats.

4) Again, ranger aoe radius being super stingy in comparison to other classes. 

Edited by Krispera.5087
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On 12/5/2021 at 11:37 PM, Taiki.9265 said:

Untamed WvW Feedback (25+ squad fights)

Unleashed state

+ 1s cool down has made the class much more playable.

- It is very difficult to tell which state you are in at a glance.

  • Make the skill bar area have a visual indicator similar to Druid and Soulbeast when the ranger is unleashed. (this is the most useful)
  • Make the F5 unleashed toggle glow when the ranger is unleashed.
  • Flip one of the icons to face the other way and give it a different color.

 

Hammer

Thump/Unleashed Thump:

  • The leap makes the class more mobile.
  • Making this a ground target like Warrior Earthshaker would make this skill even better. It gives the player even more control of seeing their impact area and how far to leap. A ground target also makes it easier to use as a blast finisher.

Savage Shock Wave / Unleashed Savage Shock Wave:

  • 1s is very slow, making me want to avoid using this over other hammer skills. The damage in unleashed state does not feel appropriate for the amount of time the skill takes to execute.
  • 0.5s would feel much better.

 

Ambush Mechanic

+ This added a very interesting aspect to the gameplay.

- Add a visual cool down timer to Unleashed power, because it is very difficult to see when it's available.

-Change the ambush attack window from 2s to 5s.

  • Changing this to 5s gives more room to execute the ambush and give the ability to use another skill first to maximize the potential of ambush skills.

- Change Unleashed Power to 10s to match weapon swap cool down.

  • 15s feels much too long for the amount of damage the ambush skills currently do.

- Ambush skills should be quick and hard hitting.

  • Damage is too low on all ambush skills.
    • The ambush skill should do significantly more damage than the skill it replaces to make ambush skills feel like something you want to use. For instance, full channel of hammer ambush skill does less damage than the Unleashed state of the hammer auto-attack chain over the same time frame.
  • Get rid of channels like hammer and ground targets like short bow; they interrupt the flow of play and take too long to execute.

 

Damage

- Damage on Untamed is very low in WvW compared to all other damage classes used in zerg play.

  • In order to be viable in WvW squad comps, damage needs to be increased to be competitive with other classes.
  • Untamed is promising, but without comparable damage many groups will simply choose to run something else.

 

Traits

First line:

  • Change this to enhance hard/soft cc and condi.
  • Linking the benefits to hard disables makes this line negligible considering how little hard cc ranger has.

Second line:

  • Change to give better reasons to use cantrips.

Suggestion:

  • More boon application.
  • Share boons with allies.
  • Group condi conversion to boons.

Third line:

  • Make this the ambush line. The ambush skills are more universally beneficial than boosting the pet.

Suggestion:

  • Adept: All ambush skills create a spore under each enemy struck.
  • Major: Ambush skills corrupt 4-5 boons from each enemy struck (unblockable).
  • Grandmaster: Ambush skills place an effect called "Ambushed!" on each enemy struck (unblockable) that prevents boon application for 2s.

 

Pets

- Pets in WvW are at best useless and at worst a liability.

It's better to have an option to just not have a pet in WvW.

Suggestions:

  • Make the stow pet option keep the pet stowed even when in combat.
  • Consider increasing the damage to the ranger when their pet is stowed.
  • Add pet family attribute bonuses to the ranger when the pet is stowed.
  • Turn the pet into a gyro that passively gives boons to allies.

I love this post. It perfectly emphasises the obvious failure that is ranger pets in general, Untamed specifically and Anet's utter and complete failure to learn from their own game, it's history and their own mistakes. This round of especs repeat so many mistakes of the past but this one really takes the biscuit.

The first three pet suggestions are what we've been asking for since the original game beta. They're the reason we got soulbeast, more than that, they are souldbeast. The 4th is an option for what Untamed could have been but now won't because there's no time to change and Anet have utterly failed/refused to learn. Result; an espec in which the pet is mostly worthless or a hinderance in WvW and too often worthless in PvE. Where with Druid, anet just compeltely forgot that the pet existed, the Untamed they ignored the last 9 years of the game's history and evidence regarding pets and Ai.

I've said it before and I'll say it again; Soulbeast is what core Ranger should be, it is also the Ranger's Pet spec.

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9 hours ago, Krispera.5087 said:

They pitched Untamed was frontliner WvW without giving a thought about the pet mechanic. Untamed is DoA in WvW zergs. It can't compete with Soulbeast for condi nor power dps, DoA in PvE. So what is the point of Untamed, really ? Super disappointing. Better just scrap it and restart a whole new thing. Too late.

 

They gonna try to keep throwing things on Untamed to make it work, first example being Ambush skills. ANet, if you wanted to make Untamed like an Elementalist, then change all the weapon skills on Unleashed. At this point, it is NEEDED.

 

That's what happen when you glue a pet mechanic to a class without making change to it years after years.

 

Next ranger specs gonna keep having issues that will never resolved as long the pet mechanic exist as the main profession mechanic of the ranger. 

 

1) Stop making everything conditional. They aren't even worth it.

2) Traits are super boring.

3) Make the unleashed pet skills based on your stats.

4) Again, ranger aoe radius being super stingy in comparison to other classes. 

While I can see where you are coming from....it's that awful really, Untamed is basically a core ranger 2.0 with some useful additions for small group fights...for zerg fights, we still need to see final numbers at launch and new pets abilities, there may be 1-2 pets which can prove to be perfect for zerg fightning , keep an eye for the phoenix and siege turtle pets.

 

I'd like people to remember few things about untamed that may go lost on initial thought:

 

1) Enveloping Haze - a poison field + chill on disable + reflect + mobile 360 radius reflect, this is huge and I pray stay as it is, poison field and reflect , keep this combo especially in mind

2) Boon rip - this is huge and will cause many troubles for boonbeasts...you will see, a combination of reflect, CC and boon rip, will make life very hard for boonbeast 1v1 against an untamed

3) Teleporting pet - no LoS teleport on pet....teleport in...switch off unleashed pet status...F2, I enjoyed too much seeing people trying aimlessly to shake off my pets

 

The hammer is good enough, it's not the PvP weapon many players may wish..but gets the job done if you follow the conditional dmg, it looks neat for chaotic zerg fight where you're getting supported and PvE, where finally ranger gets a proper dedicated aoe weapon 

 

The traits are decent, not too weak ...not too OP which I like, I'd rather build a gameplay around mediocre/decent traits than use something OP/broken which I know will get hard nerfed down the line.

 

Untamed already offers many things a soulbeast , druid or core ranger hasn't got : aoe mobile reflect - hard area CC lock and aoe boon rip, these alone make Untamed a welcome addition. There will be a specific way to play it and people who wish to see a scrapper with a pet...will be saldy disappointed

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2 hours ago, Arheundel.6451 said:

While I can see where you are coming from....it's that awful really, Untamed is basically a core ranger 2.0 with some useful additions for small group fights...for zerg fights, we still need to see final numbers at launch and new pets abilities, there may be 1-2 pets which can prove to be perfect for zerg fightning , keep an eye for the phoenix and siege turtle pets.

 

I'd like people to remember few things about untamed that may go lost on initial thought:

 

1) Enveloping Haze - a poison field + chill on disable + reflect + mobile 360 radius reflect, this is huge and I pray stay as it is, poison field and reflect , keep this combo especially in mind

2) Boon rip - this is huge and will cause many troubles for boonbeasts...you will see, a combination of reflect, CC and boon rip, will make life very hard for boonbeast 1v1 against an untamed

3) Teleporting pet - no LoS teleport on pet....teleport in...switch off unleashed pet status...F2, I enjoyed too much seeing people trying aimlessly to shake off my pets

 

The hammer is good enough, it's not the PvP weapon many players may wish..but gets the job done if you follow the conditional dmg, it looks neat for chaotic zerg fight where you're getting supported and PvE, where finally ranger gets a proper dedicated aoe weapon 

 

The traits are decent, not too weak ...not too OP which I like, I'd rather build a gameplay around mediocre/decent traits than use something OP/broken which I know will get hard nerfed down the line.

 

Untamed already offers many things a soulbeast , druid or core ranger hasn't got : aoe mobile reflect - hard area CC lock and aoe boon rip, these alone make Untamed a welcome addition. There will be a specific way to play it and people who wish to see a scrapper with a pet...will be saldy disappointed

You should be more honest, not tell Anet what they want to hear. 
 

Untamed will be junk for wvw. Pets are junk for group play. Hammer is junk for wvw team play. There are way better profession and weapon options for wvw team play. 

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3 hours ago, Arheundel.6451 said:

1) Enveloping Haze - a poison field + chill on disable + reflect + mobile 360 radius reflect, this is huge and I pray stay as it is, poison field and reflect , keep this combo especially in mind

 

Hm, does it reflect though? I thought it only destroyed projectiles. Also, does it pulse chill? Otherwise, it's just 1 sec duration. The fact that it is mobile would be nice if it was centered around the ranger instead of the pet, since the pathing of pets many times leaves a lot to be desired. So, mobile, but without any 'real' control over it.

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2 hours ago, Swagger.1459 said:

You should be more honest, not tell Anet what they want to hear. 
 

Untamed will be junk for wvw. Pets are junk for group play. Hammer is junk for wvw team play. There are way better profession and weapon options for wvw team play. 

I will be more direct then....

Yes the pet will continue be a liability as everybody expect, no...you won't be playing like a scrapper with hammer any time soon, it is time to put that thought to rest...it won't happen ever...if soulbeast would have got hammer instead than dagger MH then yeah..but it's too late for that.

 

What Untamed will be good for is, the same as always on ranger in wvw : roamers fightning on the outskirts of zerg fights, only this time there will be more aoe dmg for us to use and won't need to be full glas to tag some bags with LB as I am doing now, while fun...it gets tiring especially if you are like me and have gankers attached to your kitten wherever you go

 

Chances are, the Kirin and phoenix will offer some interesting group play options and right now the untamed already offers some crazy CC/lock = entangle+ the aoe lock utility of which I don't remember the name + aoe projectile destroy, you will provide some moment of safety for primary targets in your team.

 

I am no stating that Untamed is the elite I wished for, but I adapted and I enjoyed what I experienced both in PvP and WvW ...if anything I am happy that this time ranger won't attract the usual "nerf this and that" crowd...at least not from the get go, eventually that crowd will come, once people get used to Untamed mechanics.

 

What it is important is that Untamed works, it does well in 1v1 and teamfight and yeah...it's on par with SB and core there

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2 hours ago, OGDeadHead.8326 said:

 

Hm, does it reflect though? I thought it only destroyed projectiles. Also, does it pulse chill? Otherwise, it's just 1 sec duration. The fact that it is mobile would be nice if it was centered around the ranger instead of the pet, since the pathing of pets many times leaves a lot to be desired. So, mobile, but without any 'real' control over it.

The take away fact is that it's a poison field 

https://wiki.guildwars2.com/wiki/Poison_field

 

The chill is just the cherry on the cake..

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The untamed while having a good switch mechanic is nothing other than a core ranger with boon removal that needs you to press more  buttons. As a teamfighter, it performs worse than a soulbeast which gives allies boons. The problem I think with the untamed is the direction they went with this spec. Scrap the idea of the untamed needing to be bunny-thumper like. Instead focus on the arsenal the ranger already has, which are pets.

You gave the pet an unleashed state, now give us traits that synergize between player and pet making the untamed be some kind of hybrid playstyle where the power switches between the pet and the player. Have the untamed share some of this power with other parties also to make it more useful in group fights. Make the hammer impact pet damage like so many other ranger weapons. 

 

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7 hours ago, Arheundel.6451 said:

Untamed already offers many things a soulbeast , druid or core ranger hasn't got : aoe mobile reflect - hard area CC lock and aoe boon rip, these alone make Untamed a welcome addition. There will be a specific way to play it and people who wish to see a scrapper with a pet...will be saldy disappointed

Soulbeast got plenty of CC with the skills we get from merging with the pet. With untamed we get only hammer 5 as a hard CC. Untamed only gets boon removal and that all its got to offer. Compare it with soulbeast with its merge skills where we get CC, we get shadowstep, we get AOE heal, we get AOE damage, we get movement skills, etc.  The skills and playstyles it offers are such so diverse compared to the Untamed.  

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Untamed still suffers from fulfilling it's true identity. which is suppose to be a CC Brawler type. Though there were some positive improvements during this 2nd Beta, It's still not there yet. 

1. Hammer: The CC side of the hammer kit needs to be easier to use and needs better pay off when using to "set" up for the Unleash Hammer kit. I suggest making all of them have AoE markers as well as making ALL of them have hard CC's. Hammer 4 can have immob. This would help with intuitiveness and synergy a little bit more than its current state. 

2. Untamed needs a dedicated line in the traits for Protection Uptime + Condi cleanse/duration reduction. As well as some kind of sustain. This is suppose to be a brawler spec, yet it melts in group fights even if you use defensive stats. It needs to be tankier than the Soul Beast, which can do the job better than this spec. 

3. Ambush Skills: needs a longer linger time. GS Unleashed needs to have CC.

4. F1 for Unleashed Pet needs to be considered a "Beast" ability and should change depending on the type of pet you have. Sure keep the teleport, but it needs to have a variety depending on the pet you have.   

5. Really emphasize the CC capabilities of this spec because it offers nothing else in any game mode. The only game I can see it "shining" is WvW, but even there it does a terrible job of doing it's main purpose of CCing. 

I really want to like the Untamed just based on the "theme" of it. The nostalgia of the Bunny Thumper in Gw1 alone makes me excited for it... until I actually played this spec and got incredibly disappointed and bored with it. 

Edited by DragonSlayer.1087
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1 hour ago, DragonSlayer.1087 said:

Untamed still suffers from fulfilling it's true identity. which is suppose to be a CC Brawler type. Though there were some positive improvements during this 2nd Beta, It's still not there yet. 

The game has a CC brawler. Its called warrior. The untamed will never come close to the CC offered by the warrior. I would suggest scrapping the whole idea of the untamed needing to fit this playstyle. 

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9 hours ago, Tazer.2157 said:

The game has a CC brawler. Its called warrior. The untamed will never come close to the CC offered by the warrior. I would suggest scrapping the whole idea of the untamed needing to fit this playstyle. 

Yeah, tell that to the devs. 
I'm hoping they would make it usable before EoD release instead of waiting months or even years to "rework" this thing like they did with Berserker and Scrapper.  

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