Jump to content
  • Sign Up

Patch Review: Y'all missed the important things


Swagger.1459

Recommended Posts

I will post a list of more important areas to consider for next run, but I wanted to quickly mention the removal of Recharge Rates Reductions from Traits and making their associated skills a baseline Recharge... 

 

Not all skills are created equal. Making Warhorn a lower baseline recharge is nice. Wilderness Knowledge isn't so much if your goal was to get players to invest in other Traits. Because your game has a very CC heavy design, one where you can layer Soft and Hard CC's over and over and over and over and over and over on an opponent, and there isn't Diminishing Returns or Immunity Timers associated with Hard CC effects... Players in Competitive Environments need to invest in as much CC Cleanse as possible. This mean that Wilderness Knowledge will still be a go-to Trait due to the CC Removal attached to it. Now, if you want to make the removal of 2 Conditions baseline for each Survival Skill, plus at the reduced Recharge Rate, then that's cool. If not, the chances of me taking another Trait for diversity isn't going to happen. 

 

 

Celestial Avatar is still clunky, but efforts were made by the team to make Deadeye Rifle less clunky. Thief Traps were given a rework, yet Ranger Traps untouched. Nature Spirits are still not good outside of PvE, and yeah. More than half the weapons sets are very poor choices for anything competitive related, especially WvW. Alpha Stage Pet issues and designs still not addressed. And since Traits are important, you still have a Daze related buff trait in the Longbow Traitline, but Longbow doesn't have a Daze attached to the weapon skills... yet Shortbow does.   

 

 

Onto what really needs attention if the team want more Build Diversity, because I think that's what the team had mentioned being concerned with. And these suggestions aren't about adding ultra powerful "one shot" damage abilities, they are about improving design and utility to make them more useful and desirable in competitive environments. 

 

 

CELESTIAL AVATAR (PLEASE MAKE IT BETTER)

 

  1. CA Form- Provides natural stability to the Druid and pulses stability to 5 allies within a 240 radius.
  2. AF Mechanics- Make CA a stance that is maintained until downed, killed or manually exited. Once downed, killed or exited, you have to build up Astral Force again to activate and reenter CA form.

 

 

CELESTIAL AVATAR SKILLS (PLEASE MAKE THESE SKILLS MORE FLUID, MORE USEFUL, AND LESS CLUNKY)

 

  1. CA 1- Make this skill similar to the old Guardian staff 1. Wide 900 range “astral” cone attack (with effects like the attacks from those bloodstone fen spirits at the Justicar) that hit 5 enemies and heals up to 5 allies within the effect. Does NOT heal the caster, only allies.
  2. CA 2- Remove the reticle aiming function and make it a point blank aoe. 360 radius. 5 targets PLUS the caster.
  3. CA 3- Remove the reticle aiming function and make it a point blank aoe with the same 360 radius. 5 Allies healing MINUS the caster. 5 enemy target daze.
  4. CA 4- 360 radius. 5 Allies healed PLUS the caster.
  5. CA 5- Remove the root so players are not sitting ducks. Add a 5 player, MINUS the Druid, healing component that coincides with the pulses and final damage. 360 radius.

 

 

DAGGERS (SO WE CAN USE THEM OUTSIDE OF PVE)

 

  1. 1 https://wiki.guildwars2.com/wiki/Groundwork_Gouge - 3 targets. 600 range leap attack.
  2. 1.2 https://wiki.guildwars2.com/wiki/Leading_Swipe - 3 targets
  3. REMOVE https://wiki.guildwars2.com/wiki/Serpent_Stab
  4. 1.3 https://wiki.guildwars2.com/wiki/Deadly_Delivery – 3 targets
  5. 2 https://wiki.guildwars2.com/wiki/Double_Arc – 3 targets. ADD AMMO Mechanics… “This skill has a maximum count of 2.”
  6. 3 https://wiki.guildwars2.com/wiki/Instinctive_Engage – 3 targets. 600 range leap attack (This skill has a maximum count of 2.)
  7. 4 https://wiki.guildwars2.com/wiki/Stalker%27s_Strike – 3 targets. 600 range CHARGE attack that ends with a “Pounces on Foes” attack. Same 1¼s evade. ADD IN "removes movement impairing conditions" cleanse. REMOVE… “This attack deals increased damage and poison against movement-impaired foes.”
  8. 5 https://wiki.guildwars2.com/wiki/Crippling_Talon RENAMED to “Silent Predator”. 3 targets. This skill is a 1,200 range PORT attack that STEALTHS the user AND also https://wiki.guildwars2.com/wiki/Stun_break (THE PORT CAN PASS THOUGH WALLS AND MOVE THE PLAYER ON CLIFFS JUST LIKE OTHER PORT SKILLS). The Stealth skills is special, just like the https://wiki.guildwars2.com/wiki/Juvenile_Jaguar Stealth skill https://wiki.guildwars2.com/wiki/Stalk with a 6s duration. See this too… https://wiki.guildwars2.com/wiki/Stalking “Stalking is provided by the Juvenile Jaguar's activated skill, Stalk. It renders the jaguar invisible, like stealth, but does not end early upon hitting a foe.”

 

 

 HAMMER (MAKES ME SO SAD IN WVW. WHY PLAY UNTAMED HAMMER FRONTLINE WHEN I CAN GET BETTER RESULTS WITH REV HAMMER AND SURVIVE MORE??? PLUS I CAN RUN FACETS AND HELP THE TEAM MORE WHILE DOING IT BETTER)

 

  1. Unleashed Hammer 1/ All skills- Extend the range of all attacks to 900 range. "The power of unleashed nature projects out of your mighty hammer and strikes targets at a distance"...
  2. Unleashed Hammer 2/"Unleashed Wild Swing"- "Unleased nature" power after effect that hits targets for 1/2 damage. Maybe increase the radius a bit for this skill. 
  3. Unleashed Hammer 3/"Unleashed Overbearing Smash"- 900 range ground target attack and positioning skill.     
  4. Unleashed Hammer 5/"Unleashed Thump"- Increase to 900 range.

 

 

NATURE SPIRITS (CAN THE TEAM PLEASE MAKE THESE USEFUL OUTSIDE OF SELECT PVE MODES???)

 

 “The Nature Spirit Society has given permission for Rangers to fuse with nature spirits! This allows the Ranger to have crazy cool new skills! Think of these crazy cool new skills as “Facets”… but only 1 can be active at anytime! No funky resource mechanics either!

 

 Heal- Fused Water Spirit

  1. Passive- Heal. Every 5 sec. 300 radius. Self and 5 allies.
  2. Active- See Aqua Surge. 300 radius. Breaks stun.

 

Slot Skill- Fused Frost Spirit.

  1. Passive- 10% bonus to damage. 300 radius. Self and 5 allies.
  2. Active- See Cold Snap. 300 radius.

 

Slot Skill- Fused Stone Spirit.

  1. Passive- Protection. 300 radius. Self and 5 allies.
  2. Active- See Quicksand. Breaks stun.

 

Slot Skill- Fused Storm Spirit.

  1. Passive- Vulnerability to enemies. 300 radius. +25% movement to self and 5 allies.
  2. Active- Call Lighting. 5 targets. 300 radius.

 

Slot Skill- Fused Sun Spirit.

  1. Passive- Burning. 5 targets. 300 radius.
  2. Active- See Solar Flare. 300 radius.

 

Elite- Fused Spirit of Nature.

  1. Passive- Regen and removes 1 condition on 1 sec intervals. 300 radius. Self and 5 allies.
  2. Active- Revive 3 targets. Remove 5 conditions and breaks stun on self and 5 allies.”

 

 

SHORTBOW (SAD WEAPON THAT COULD BE FAR BETTER WITH A FEW TWEAKS)

 

  1. Remove the flanking mechanics from shortbow. Up the direct and condi damage instead.
  2. Rework the https://wiki.guildwars2.com/wiki/Light_on_your_Feet trait to include... "Short bow skills pierce and gain recharge reduction", not the other stuff. ADD "You arrows fly 1,200 range now"
  3. Take the daze and stun buff from Moment of Clarity and put it in https://wiki.guildwars2.com/wiki/Hidden_Barbs.
  4. Change https://wiki.guildwars2.com/wiki/Hunter%27s_Tactics into... "Critical Chance Increase: 10%" (FROM ANY DIRECTION).

 

 

STAFF (THIS IS CURRENTLY ONE OF THE BOTTOM OF THE BARREL WEAPONS IN THE GAME)

 

  1. Staff 1- add 1 Burning condition to both the 2nd and 3rd pulse.
  2. Staff 3- add a short duration burning condition trail and burning condition aoe burst around the user at the end of the skill movement. 3 targets for aoe burst damage and 3 allies for healing. 240 radius.
  3. Staff 4- rename to “Astral Seed”, or something... Make it an aoe patch that looks similar to a fiery Seed of Life. Remove the immobilized effect and add burning instead. 3 targets. 240 radius. Same movement condition removal on allies.
  4. Staff 5- make this skill an aoe dome. 240 radius.

 

 

TRAITS

 

  1. https://wiki.guildwars2.com/wiki/Leader_of_the_Pack - ADD IN- "STANCE SKILLS GAIN REDUCED RECHARGE"

 

 

TRAPS

 

  1. Give back throwable traps (as a standard function, not trait related) to this profession. Only this profession. 900 range option.
  2. Reevaluate the damage and cc on these so they are a lil more impactful.
  3. Considering the Trapper Expertise Trait has a Boon buff... “Boons and conditions caused by your traps last 60% longer.”, perhaps we could add some Boons.

 

 SAMPLE TRAP IDEAS

 

  1. https://wiki.guildwars2.com/wiki/Healing_Spring. ADD in Stun Break on skill activation (not trap trigger).
  2. https://wiki.guildwars2.com/wiki/Flame_Trap. Gain Aegis on skill use (not trap trigger). OPTION- Up to 900 range ground target.
  3. https://wiki.guildwars2.com/wiki/Frost_Trap. Gain Alarcrity on skill use (not trap trigger). OPTION- Up to 900 range ground target.
  4. https://wiki.guildwars2.com/wiki/Spike_Trap. Gain Vigor on skill use (not trap trigger). OPTION- Up to 900 range ground target.
  5. https://wiki.guildwars2.com/wiki/Viper's_Nest. Gain Regeneration on skill use (not trap trigger). OPTION- Up to900 range ground target.

 

 

NEW ELITE TRAP IDEAS

 

Causes Torment on trigger. Gain Might AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

 

OR

 

Causes Daze on trigger. Gain Stability AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

 

OR

 

Causes Blindness on trigger. Gain Fury AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

 

 

LASTLY... PETS (INFO FROM 2020, BUT THE CORE ISSUES ARE THE SAME)

 

Pets can easily be tested here... https://wiki.guildwars2.com/wiki/Lion%27s_Arch_Aerodrome inside https://wiki.guildwars2.com/wiki/Special_Forces_Training_Area

 

 Load up the walking golem and let your pets do their things.

 

 Watch as some pets struggle to even hit the WALKING golem.

 

 Just tested https://wiki.guildwars2.com/wiki/Juvenile_Rock_Gazelle and the f2 skill https://wiki.guildwars2.com/wiki/Head_Toss didn't even land on the walking golem. The golem kept walking around and the gazelle just kept chasing it.

 

 I'll mess with a couple more pets, but any pets not being able to keep up and land attacks on a walking target is a HUGE issue that we have known since the beginning.

 

 It's not really fair to have a built-in class mechanic that has major issues like these, while also taking away ranger base damage potential due to factoring in these pets that struggle to hit walking targets.

 

 My suggestion is to give ALL pets STANDARD movement speed buffs and attack speed buffs so they hit more consistently. I'm sure the ranger players wouldn't care if the devs nerfed damage output on some pets... IF pets were to be a consistent source of actual damage and pressure.

 

 Test away with standard and F2 pet attacks and report your results in this thread if you want, but regardless, this HAS to be fixed up please.

WALKING GOLEM TESTS

 

https://wiki.guildwars2.com/wiki/Juvenile_Sand_Lion F2 https://wiki.guildwars2.com/wiki/Blinding_Roar... Lion stops to perform F2 and golem walk away without being affected... It's a reminder that pets were designed for stationary targets, not moving. That IS a huge issue in wvw and spvp bc players aren't standing still.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Forest_Spider... Some ranged attacks hit, some ranged attacks missed. https://wiki.guildwars2.com/wiki/Poison_Gas missed by a long mile due to the spider stopping to perform the attack and shooting the cloud in a small area marked for the attack. Issue is the ground target setting for the F2 attacks.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Salamander_Drake... ALL standard and F2 skills MISSED the walking golem... ALL of them.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Whiptail_Devourer... Ranged attacks hit with more consistency, not all, than Forest Spider. F2 skill tracked and hit the target better, but barely caught the walking golem. Better F2 design than the ground target skills.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Red_Moa... Standard Peck hits very seldom and there are periods where the Moa won't attack at all due to being out of range.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Arctodus... Hit with each standard attack 1 time every 7 seconds. https://wiki.guildwars2.com/wiki/Rending_Maul NEVER landed. The Arctodus just kept chasing the golem in circles.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Lynx... Hit consistently with standard and F2 attacks.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Fire_Wyvern.. Wing Swip generally missed the 1st attacks of the 2. Rarely uses Tail Lash skill, Wing buffet MISSES completely. https://wiki.guildwars2.com/wiki/Consuming_Flame drops an AoE (with a long animation prior) and the walking golem is long gone.

 

 *I'm not going over every pet and every skill, just gathering some basic info. However, it's safe to assume that there are lots of tracking and missed target issues with lots of pet skills.

 

 

WHAT WE COULD DO TO FIX THESE PET ISSSUES...

 

  1. Pets could be immune to AoE damage. Both direct and Condition damage AoEs.
  2. As stated. Movement speed and attack speed buffs to ALL PETS
  3. ALL ranged pet skills need to be INSTANT CAST and track the target. NO MORE GROUND TARGET RANGED PBAOE skills that roots the pet and drop the AoE where the target was 5 seconds earlier.
  4. ALL melee attacks need better attack range. And in some cases, make skills LEAP attacks that track the target.
  5. ALL PBAoE attacks need to be INSTANT CAST PBAoE.

 

 

Edited by Swagger.1459
  • Like 3
  • Thanks 3
  • Confused 2
Link to comment
Share on other sites

That's some insane overhaul that anet will never touch or partially dabble with. there are some nice changes that i can behind but sadly it's all daydreaming.

anet said they are listening and watching for feedback in the forums or other forum-sites like reddit, but if you will watch the VoD of yday stream, they do say a lot "we felt that X Y Z". it's basically admitting they don't work based on what's going on in the field and just work by "feeling" (and we all know what is that WIKI feeling they have).

Don't want to poo on your very long elaborate post, but it is what it is.

  • Like 5
  • Confused 1
Link to comment
Share on other sites

Pointed that out the last time and will point it out again: this is the most broken manifesto anyone has ever written on this forum.

No one will take this serious with suggestions like these:

  • CA pulses stability to the druid themselves and 5 allies permanently, while CA can get camped indefinitely
  • dagger offhand 5 becoming a teleport to an enemy, breaks stun and applies stalk (not normal stealth, but stealth that isn't removed while you attack someone) for 6 seconds (for real, I don't think anyone has ever posted a more broken skill in these forums)
  • hammer on untamed becoming a ranged weapon.... on something that is intended as a melee bruiser spec
  • adding a stunbreak to a healing skill (healing spring)
  • adding tons of cooldown reductions to traits when Anet's direction is to remove these effects from the game

No way this stuff is finding it's way into the game.

Edited by Kodama.6453
  • Thanks 1
  • Haha 1
  • Confused 1
Link to comment
Share on other sites

I have no idea where the idea of balance for ranger comes from for the original poster.

Things that clearly wont happen are :

* 3 target (martial) dagger skills on a melee weapon without magic attached to that weapon.

* reverting frost spirit and INCREASING the DPS bonus to 10%...

* the same goes for the sun spirit skill, burning was removed for a reason

* stability on a healing skill (really?)

* adding stealth onto offhand dagger AND a teleport right after deadeye lost reveal removal and players keep complaining about stealth on top of the untamed port getting a cast time

* randomly reworking CA to be PBAOE healing and ticking off most of the raid community that uses it to pillar kite , flak kite, or do some other mechanics just because

* burning on staff because someone thinks it is a good idea without any regard for balance... at best you are looking at bleeding since druid inherently high sustain so having highest damage condition on auto is not good for the game whatsoever

* hammer 900 range , when even catalyst hammer is max 600 and the bunny thumper design was melee  the ranged pressure would need to be akin to rev hammer which means DPS cut significantly
* reworking Celestial Avatar completely just for lols because a ranger main thinks it is bad , despite it finally gaining traction in WVW and being a meta option for healing in PVE instances

Plus even the concept of this thread is inherently flawed, since reworking entire things takes significant development time and money (translation, testing). Any suggestions should be using either number tweaks with a fair amount of reasoning for the change or limiting changes to a minimal amount of skills/traits that are severely underused or breaking the game in some way (see QtP raid when people gyph tethered and did a million damage to boss in seconds).

 

Edited by Infusion.7149
  • Like 1
Link to comment
Share on other sites

5 hours ago, Infusion.7149 said:

* adding stealth onto offhand dagger AND a teleport right after deadeye lost reveal removal and players keep complaining about stealth on top of the untamed port getting a cast time

Oh, if that would just be all. But it's not just a teleport with stealth, it is a stunbreaking teleport with stealth that doesn't get broken by attacking (aka stalk).

That is so hard to believe someone is serious about that, I wonder if OP is trolling.

  • Haha 2
Link to comment
Share on other sites

21 hours ago, Swagger.1459 said:

I will post a list of more important areas to consider for next run, but I wanted to quickly mention the removal of Recharge Rates Reductions from Traits and making their associated skills a baseline Recharge... 

 

Not all skills are created equal. Making Warhorn a lower baseline recharge is nice. Wilderness Knowledge isn't so much if your goal was to get players to invest in other Traits. Because your game has a very CC heavy design, one where you can layer Soft and Hard CC's over and over and over and over and over and over on an opponent, and there isn't Diminishing Returns or Immunity Timers associated with Hard CC effects... Players in Competitive Environments need to invest in as much CC Cleanse as possible. This mean that Wilderness Knowledge will still be a go-to Trait due to the CC Removal attached to it. Now, if you want to make the removal of 2 Conditions baseline for each Survival Skill, plus at the reduced Recharge Rate, then that's cool. If not, the chances of me taking another Trait for diversity isn't going to happen. 

 

 

Celestial Avatar is still clunky, but efforts were made by the team to make Deadeye Rifle less clunky. Thief Traps were given a rework, yet Ranger Traps untouched. Nature Spirits are still not good outside of PvE, and yeah. More than half the weapons sets are very poor choices for anything competitive related, especially WvW. Alpha Stage Pet issues and designs still not addressed. And since Traits are important, you still have a Daze related buff trait in the Longbow Traitline, but Longbow doesn't have a Daze attached to the weapon skills... yet Shortbow does.   

 

 

Onto what really needs attention if the team want more Build Diversity, because I think that's what the team had mentioned being concerned with. And these suggestions aren't about adding ultra powerful "one shot" damage abilities, they are about improving design and utility to make them more useful and desirable in competitive environments. 

 

 

CELESTIAL AVATAR (PLEASE MAKE IT BETTER)

 

  1. CA Form- Provides natural stability to the Druid and pulses stability to 5 allies within a 240 radius.
  2. AF Mechanics- Make CA a stance that is maintained until downed, killed or manually exited. Once downed, killed or exited, you have to build up Astral Force again to activate and reenter CA form.

 

 

CELESTIAL AVATAR SKILLS (PLEASE MAKE THESE SKILLS MORE FLUID, MORE USEFUL, AND LESS CLUNKY)

 

  1. CA 1- Make this skill similar to the old Guardian staff 1. Wide 900 range “astral” cone attack (with effects like the attacks from those bloodstone fen spirits at the Justicar) that hit 5 enemies and heals up to 5 allies within the effect. Does NOT heal the caster, only allies.
  2. CA 2- Remove the reticle aiming function and make it a point blank aoe. 360 radius. 5 targets PLUS the caster.
  3. CA 3- Remove the reticle aiming function and make it a point blank aoe with the same 360 radius. 5 Allies healing MINUS the caster. 5 enemy target daze.
  4. CA 4- 360 radius. 5 Allies healed PLUS the caster.
  5. CA 5- Remove the root so players are not sitting ducks. Add a 5 player, MINUS the Druid, healing component that coincides with the pulses and final damage. 360 radius.

 

 

DAGGERS (SO WE CAN USE THEM OUTSIDE OF PVE)

 

  1. 1 https://wiki.guildwars2.com/wiki/Groundwork_Gouge - 3 targets. 600 range leap attack.
  2. 1.2 https://wiki.guildwars2.com/wiki/Leading_Swipe - 3 targets
  3. REMOVE https://wiki.guildwars2.com/wiki/Serpent_Stab
  4. 1.3 https://wiki.guildwars2.com/wiki/Deadly_Delivery – 3 targets
  5. 2 https://wiki.guildwars2.com/wiki/Double_Arc – 3 targets. ADD AMMO Mechanics… “This skill has a maximum count of 2.”
  6. 3 https://wiki.guildwars2.com/wiki/Instinctive_Engage – 3 targets. 600 range leap attack (This skill has a maximum count of 2.)
  7. 4 https://wiki.guildwars2.com/wiki/Stalker's_Strike – 3 targets. 600 range CHARGE attack that ends with a “Pounces on Foes” attack. Same 1¼s evade. ADD IN "removes movement impairing conditions" cleanse. REMOVE… “This attack deals increased damage and poison against movement-impaired foes.”
  8. 5 https://wiki.guildwars2.com/wiki/Crippling_Talon RENAMED to “Silent Predator”. 3 targets. This skill is a 1,200 range PORT attack that STEALTHS the user AND also https://wiki.guildwars2.com/wiki/Stun_break (THE PORT CAN PASS THOUGH WALLS AND MOVE THE PLAYER ON CLIFFS JUST LIKE OTHER PORT SKILLS). The Stealth skills is special, just like the https://wiki.guildwars2.com/wiki/Juvenile_Jaguar Stealth skill https://wiki.guildwars2.com/wiki/Stalk with a 6s duration. See this too… https://wiki.guildwars2.com/wiki/Stalking “Stalking is provided by the Juvenile Jaguar's activated skill, Stalk. It renders the jaguar invisible, like stealth, but does not end early upon hitting a foe.”

 

 

 HAMMER (MAKES ME SO SAD IN WVW. WHY PLAY UNTAMED HAMMER FRONTLINE WHEN I CAN GET BETTER RESULTS WITH REV HAMMER AND SURVIVE MORE??? PLUS I CAN RUN FACETS AND HELP THE TEAM MORE WHILE DOING IT BETTER)

 

  1. Unleashed Hammer 1/ All skills- Extend the range of all attacks to 900 range. "The power of unleashed nature projects out of your mighty hammer and strikes targets at a distance"...
  2. Unleashed Hammer 2/"Unleashed Wild Swing"- "Unleased nature" power after effect that hits targets for 1/2 damage. Maybe increase the radius a bit for this skill. 
  3. Unleashed Hammer 3/"Unleashed Overbearing Smash"- 900 range ground target attack and positioning skill.     
  4. Unleashed Hammer 5/"Unleashed Thump"- Increase to 900 range.

 

 

NATURE SPIRITS (CAN THE TEAM PLEASE MAKE THESE USEFUL OUTSIDE OF SELECT PVE MODES???)

 

 “The Nature Spirit Society has given permission for Rangers to fuse with nature spirits! This allows the Ranger to have crazy cool new skills! Think of these crazy cool new skills as “Facets”… but only 1 can be active at anytime! No funky resource mechanics either!

 

 Heal- Fused Water Spirit

  1. Passive- Heal. Every 5 sec. 300 radius. Self and 5 allies.
  2. Active- See Aqua Surge. 300 radius. Breaks stun.

 

Slot Skill- Fused Frost Spirit.

  1. Passive- 10% bonus to damage. 300 radius. Self and 5 allies.
  2. Active- See Cold Snap. 300 radius.

 

Slot Skill- Fused Stone Spirit.

  1. Passive- Protection. 300 radius. Self and 5 allies.
  2. Active- See Quicksand. Breaks stun.

 

Slot Skill- Fused Storm Spirit.

  1. Passive- Vulnerability to enemies. 300 radius. +25% movement to self and 5 allies.
  2. Active- Call Lighting. 5 targets. 300 radius.

 

Slot Skill- Fused Sun Spirit.

  1. Passive- Burning. 5 targets. 300 radius.
  2. Active- See Solar Flare. 300 radius.

 

Elite- Fused Spirit of Nature.

  1. Passive- Regen and removes 1 condition on 1 sec intervals. 300 radius. Self and 5 allies.
  2. Active- Revive 3 targets. Remove 5 conditions and breaks stun on self and 5 allies.”

 

 

SHORTBOW (SAD WEAPON THAT COULD BE FAR BETTER WITH A FEW TWEAKS)

 

  1. Remove the flanking mechanics from shortbow. Up the direct and condi damage instead.
  2. Rework the https://wiki.guildwars2.com/wiki/Light_on_your_Feet trait to include... "Short bow skills pierce and gain recharge reduction", not the other stuff. ADD "You arrows fly 1,200 range now"
  3. Take the daze and stun buff from Moment of Clarity and put it in https://wiki.guildwars2.com/wiki/Hidden_Barbs.
  4. Change https://wiki.guildwars2.com/wiki/Hunter's_Tactics into... "Critical Chance Increase: 10%" (FROM ANY DIRECTION).

 

 

STAFF (THIS IS CURRENTLY ONE OF THE BOTTOM OF THE BARREL WEAPONS IN THE GAME)

 

  1. Staff 1- add 1 Burning condition to both the 2nd and 3rd pulse.
  2. Staff 3- add a short duration burning condition trail and burning condition aoe burst around the user at the end of the skill movement. 3 targets for aoe burst damage and 3 allies for healing. 240 radius.
  3. Staff 4- rename to “Astral Seed”, or something... Make it an aoe patch that looks similar to a fiery Seed of Life. Remove the immobilized effect and add burning instead. 3 targets. 240 radius. Same movement condition removal on allies.
  4. Staff 5- make this skill an aoe dome. 240 radius.

 

 

TRAITS

 

  1. https://wiki.guildwars2.com/wiki/Leader_of_the_Pack - ADD IN- "STANCE SKILLS GAIN REDUCED RECHARGE"

 

 

TRAPS

 

  1. Give back throwable traps (as a standard function, not trait related) to this profession. Only this profession. 900 range option.
  2. Reevaluate the damage and cc on these so they are a lil more impactful.
  3. Considering the Trapper Expertise Trait has a Boon buff... “Boons and conditions caused by your traps last 60% longer.”, perhaps we could add some Boons.

 

 SAMPLE TRAP IDEAS

 

  1. https://wiki.guildwars2.com/wiki/Healing_Spring. ADD in Stun Break on skill activation (not trap trigger).
  2. https://wiki.guildwars2.com/wiki/Flame_Trap. Gain Aegis on skill use (not trap trigger). OPTION- Up to 900 range ground target.
  3. https://wiki.guildwars2.com/wiki/Frost_Trap. Gain Alarcrity on skill use (not trap trigger). OPTION- Up to 900 range ground target.
  4. https://wiki.guildwars2.com/wiki/Spike_Trap. Gain Vigor on skill use (not trap trigger). OPTION- Up to 900 range ground target.
  5. https://wiki.guildwars2.com/wiki/Viper's_Nest. Gain Regeneration on skill use (not trap trigger). OPTION- Up to900 range ground target.

 

 

NEW ELITE TRAP IDEAS

 

Causes Torment on trigger. Gain Might AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

 

OR

 

Causes Daze on trigger. Gain Stability AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

 

OR

 

Causes Blindness on trigger. Gain Fury AND Stun Break on skill use (not trap trigger). OPTION- Up to 900 range ground target.

 

 

LASTLY... PETS (INFO FROM 2020, BUT THE CORE ISSUES ARE THE SAME)

 

Pets can easily be tested here... https://wiki.guildwars2.com/wiki/Lion's_Arch_Aerodrome inside https://wiki.guildwars2.com/wiki/Special_Forces_Training_Area

 

 Load up the walking golem and let your pets do their things.

 

 Watch as some pets struggle to even hit the WALKING golem.

 

 Just tested https://wiki.guildwars2.com/wiki/Juvenile_Rock_Gazelle and the f2 skill https://wiki.guildwars2.com/wiki/Head_Toss didn't even land on the walking golem. The golem kept walking around and the gazelle just kept chasing it.

 

 I'll mess with a couple more pets, but any pets not being able to keep up and land attacks on a walking target is a HUGE issue that we have known since the beginning.

 

 It's not really fair to have a built-in class mechanic that has major issues like these, while also taking away ranger base damage potential due to factoring in these pets that struggle to hit walking targets.

 

 My suggestion is to give ALL pets STANDARD movement speed buffs and attack speed buffs so they hit more consistently. I'm sure the ranger players wouldn't care if the devs nerfed damage output on some pets... IF pets were to be a consistent source of actual damage and pressure.

 

 Test away with standard and F2 pet attacks and report your results in this thread if you want, but regardless, this HAS to be fixed up please.

WALKING GOLEM TESTS

 

https://wiki.guildwars2.com/wiki/Juvenile_Sand_Lion F2 https://wiki.guildwars2.com/wiki/Blinding_Roar... Lion stops to perform F2 and golem walk away without being affected... It's a reminder that pets were designed for stationary targets, not moving. That IS a huge issue in wvw and spvp bc players aren't standing still.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Forest_Spider... Some ranged attacks hit, some ranged attacks missed. https://wiki.guildwars2.com/wiki/Poison_Gas missed by a long mile due to the spider stopping to perform the attack and shooting the cloud in a small area marked for the attack. Issue is the ground target setting for the F2 attacks.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Salamander_Drake... ALL standard and F2 skills MISSED the walking golem... ALL of them.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Whiptail_Devourer... Ranged attacks hit with more consistency, not all, than Forest Spider. F2 skill tracked and hit the target better, but barely caught the walking golem. Better F2 design than the ground target skills.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Red_Moa... Standard Peck hits very seldom and there are periods where the Moa won't attack at all due to being out of range.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Arctodus... Hit with each standard attack 1 time every 7 seconds. https://wiki.guildwars2.com/wiki/Rending_Maul NEVER landed. The Arctodus just kept chasing the golem in circles.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Lynx... Hit consistently with standard and F2 attacks.

 

 https://wiki.guildwars2.com/wiki/Juvenile_Fire_Wyvern.. Wing Swip generally missed the 1st attacks of the 2. Rarely uses Tail Lash skill, Wing buffet MISSES completely. https://wiki.guildwars2.com/wiki/Consuming_Flame drops an AoE (with a long animation prior) and the walking golem is long gone.

 

 *I'm not going over every pet and every skill, just gathering some basic info. However, it's safe to assume that there are lots of tracking and missed target issues with lots of pet skills.

 

 

WHAT WE COULD DO TO FIX THESE PET ISSSUES...

 

  1. Pets could be immune to AoE damage. Both direct and Condition damage AoEs.
  2. As stated. Movement speed and attack speed buffs to ALL PETS
  3. ALL ranged pet skills need to be INSTANT CAST and track the target. NO MORE GROUND TARGET RANGED PBAOE skills that roots the pet and drop the AoE where the target was 5 seconds earlier.
  4. ALL melee attacks need better attack range. And in some cases, make skills LEAP attacks that track the target.
  5. ALL PBAoE attacks need to be INSTANT CAST PBAoE.

 

 

Ok ok ok, i think this is tooooo much, first druid isnt nearly as bad as you put it for such a humongous buff, permanent CA? staff stuffed with condis everywere? and CA also giving perma stab in area? i mean... man, just ask for pressing 1 insta kills an enemy zerg alone or a boss and done at this rate.

Untammed hammer doesnt need a projectile, we have weapon swap and they cpuld just make sb or lb better zerg fighting weapons for that, hammer, if anything, needs a bit bigger aoe on 4 and 2 so its dmg increases a bit.

Sb is already good in wvw roaming, its a good assasin and druid too, sb doesnt need thosd daggers skills having that many changes, you could make it maybe stronger for wvw so the close cuarters are more preferable, but nothing much, druid itself has some ridiculous perma stealth, trap, inmob builds that make them a pain in the kitten to hunt, as they just inmob, turn invi and put 3 traps on you while using bows to turn you into cheese.

For pets, well pets need changes, but making them resistant to aoe isnt realy the best option in my opinion, i mean if 30 guys pit an area onto you youll explode too.

For untamed to be a good wvw fighter id do this:

1 make ambushes permanent on the 2 skill slot, translation, every time you unleash you have an unleashed skill 2 on every weapon, yes they said they wanted hammer to be unique but just leave hammer with 5 unleashed skills and an ambush and other weapons with only one unleash.

2 on the pets side, unleash buff has a dmg increase or dmg reduction based on if youre unleashed or leashed, make it 5% and stamp it to the pet too, a bit more dmg and resistance to the pet but nothing humongous.

3 look at traps and spores, traps are decent skills, but maybe frost trap could be a bit bigger, and the spores skill of untamed could be a bit bigger too, or deploy a bit faster, so you dont have as many problems with cancellimg in the middle of a fight, also they could make it so hammer creates spores with every unleashed skill with a trait, it could be a bit of extra aoe dmg or a way for a hibrid hammer untamed to exist? could be fun.

Now for pets, pets only need 2 things in wvw for me, a better control, and a better boon source.

1 Right now we only have attack, come back, aggresive and passive, but most of the time we want pets to either go to some place or stay at one spot, or to be as close to us as possible but still be aggresive, a comand like stay on position x, and guard me, could be handy, for example on untamed to combo stealth with smokescales, maybe make pet trigger traps, like bear on invulnerable, etc etc.

2 boons, forcing us to use nature magic if we want pet boons make it so we have veeery little options to play with, moving it to signet of reguvenation pasive maybe, or to beastmastery, would be much more reliable and make more sense overall, think that a pet with protect, regen, swiftness, etc is more probable to survive and if im not wrong regen makes pets revive faster.

I dont think ranger needs a huge amount of changes out of that, of course aome things will need nerfs to balance out, maybe CA stealth or something, but i think this is more reasonable than permanent CA with perma passive stab and untamed with laser hammers.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...