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Coming ranger update


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#31 Kovares

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Posted 11 November 2012 - 08:31 PM

View PostSponx, on 02 November 2012 - 12:23 PM, said:

What exactly is so broken with pets right now? I don't seem to have problems with them at all..

Have a look at this please:
https://www.youtube....h?v=Qk5DiFJAtWQ

Bird class pets seem to be the worst here, but other pets are far from reliable as well. Note how the golem in this example does not even have swiftness, dodges, or even consciously tries to avoid the pet, while the pet does already have its 30% speed boost traited. Besides this, many of the pets' f1 skills do have unnecessary and long activation times, which means they also lose precious time on their targets, should you decide to use them in pvp. Experienced players *will* take advantage of this.

#32 Dahk

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Posted 11 November 2012 - 11:39 PM

View PostKovares, on 11 November 2012 - 08:31 PM, said:

Have a look at this please:
https://www.youtube....h?v=Qk5DiFJAtWQ

Bird class pets seem to be the worst here, but other pets are far from reliable as well. Note how the golem in this example does not even have swiftness, dodges, or even consciously tries to avoid the pet, while the pet does already have its 30% speed boost traited. Besides this, many of the pets' f1 skills do have unnecessary and long activation times, which means they also lose precious time on their targets, should you decide to use them in pvp. Experienced players *will* take advantage of this.
Yea, I found that the 30% movement trait really isn't worthwhile since pets tend to miss attacks as a result of their attack animation and not from being unable to reach their target.

#33 Salticus

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Posted 12 November 2012 - 04:31 AM

That weapon tweak that Jon Peters hinted, it could be the longbow. Maybe they made it similar to the rifle in terms of projectile speed. Or maybe they'll take one skill of the LB out and replaced it with a skill similar to the warrior's aimed shot.

#34 Bakelith

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Posted 12 November 2012 - 09:22 PM

Pets are good as long as the target doesn't move. If the target is moving, the pet will stop each time it launches an attack, and resume chase losing a lot of dps. That one problem, another is that some F2 skills take too long to activate and will probably miss if the target (either friend or foe) is moving.
Pets might be good in PvE, but not in PvP where kitting and dodging are a must.

#35 spritepac

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Posted 13 November 2012 - 12:02 PM

View PostBakelith, on 12 November 2012 - 09:22 PM, said:

Pets are good as long as the target doesn't move. If the target is moving, the pet will stop each time it launches an attack, and resume chase losing a lot of dps. That one problem, another is that some F2 skills take too long to activate and will probably miss if the target (either friend or foe) is moving.
Pets might be good in PvE, but not in PvP where kitting and dodging are a must.

Pets might be good in GENERAL PvE not dungeons or PvP. I love my ranger and of all the pets I have I only use arctodus and brown bear simply because they have the most health and are not as squishy as the rest of the pets. In general PvE it comes down to playstyle/preference but in dungeons or PvP there is no way in hell anything besides an arctodus or brown bear has a large survival rate. Currently my pet serves as a condition removal(brown bear only), meatshield, and quickness everytime i switch pets. Anet needs to improve them drastically for them to make a difference. Namely the attack so as not to miss moving targets and better dps overall.

#36 Eliirae

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Posted 15 November 2012 - 03:21 AM

Im waiting to see what fixes are in store for everyone, not just ranger or engineer, but I might change my mind on the ranger depending on what kinda changes are made.  I love the way sword/dagger plays in theory, but in practice the sword #1 roots you in place and latency pretty much screws you over, not to mention sometimes the evasion skills aren't completely responsive.

If they changed how sword works, I'd consider being a ranger.  Basically, I want a reason to be something other than a longbow/shortbow/trapper ranger.  Yeah yeah, rangers are bow users, etc etc etc, but last I checked they can have melee weapons as well.  I have my engineer if I want my pure ranged character.

#37 Salticus

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Posted 15 November 2012 - 02:06 PM

Come to think of it, since the Warrior seems to be the better ranged class than the Ranger, maybe ANet would change the Ranger to Beastmaster/Druid? I mean, they want it to be pet reliant for damage and the starting weapon of the ranger is an axe, which seems to be fitting for a beastmaster/druid.

I don't know, maybe I'm just overthinking about it.

#38 Nezaley

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Posted 15 November 2012 - 05:34 PM

16 changes mmm... it must be important changes, if no..it isnt all we need

Edited by Nezaley, 15 November 2012 - 08:19 PM.


#39 Zahrim

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Posted 15 November 2012 - 09:16 PM

I thought the big ranger update was today...no?

#40 LIVESTRONGG

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Posted 15 November 2012 - 11:08 PM

*Improved the effect chance on ranger spirits to 35% base and 50% when traited.
  • Beastmastery minor traits now use the correct icon.
  • Splinter Shot: This skill’s damage is increased by 150%, and its bleeding duration is increased from 3 seconds to 4 seconds.
  • Counterattack: The blocking portion of this skill can now be used while moving. Ranged attacks will not trigger the second half of the skill.
  • Protecting Screech: This skill now states the correct duration of 4 seconds.
  • Call of the Wild: The Wilderness Survival trait Off-Hand Training now applies to this skill.
  • Throw Torch: The speed of the projectile has been increased.
  • Maul: This skill’s damage has been increased by 40%.
  • Sun Spirit: The tooltip for this skill now displays the proper burning time of 3 seconds.
  • Whirling Defense: This skill was updated so that it interacts better with combo fields.
  • Splinter Shot: This skill is now a small projectile combo finisher.
  • Coral Shot: This skill is now a projectile combo finisher.
  • Feeding Frenzy: This skill is now a projectile combo finisher.
  • Mercy Shot: This skill is now a projectile combo finisher.



....How the fuk does this make rangers any better?

Someone explain it to me. How is this our big update?

Edited by LIVESTRONGG, 15 November 2012 - 11:08 PM.


#41 saul1991

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Posted 15 November 2012 - 11:14 PM

wow i was expecting some better buffs but this is something else lol

#42 Jetjordan

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Posted 15 November 2012 - 11:15 PM

wow I was already t6 farming with GS and dual drakes in 100+ MF armor.  GS just got buffed like crazy...

View PostLIVESTRONGG, on 15 November 2012 - 11:08 PM, said:

....How the fuk does this make rangers any better?

Someone explain it to me. How is this our big update?

Cause blocking on the move and more damage is better?  Everything up there is good, whats the problem?  They can't just make us super OP.

Edited by Jetjordan, 15 November 2012 - 11:16 PM.


#43 LIVESTRONGG

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Posted 15 November 2012 - 11:37 PM

View PostJetjordan, on 15 November 2012 - 11:15 PM, said:

wow I was already t6 farming with GS and dual drakes in 100+ MF armor.  GS just got buffed like crazy...

Cause blocking on the move and more damage is better?  Everything up there is good, whats the problem?  They can't just make us super OP.
I don't think you read what they changed...

2 Things for GS, and that's pretty much it. Everything is doesn't help us get out of the place we're in.

#44 Jetjordan

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Posted 15 November 2012 - 11:47 PM

*Improved the effect chance on ranger spirits to 35% base and 50% when traited.

buff

Splinter Shot: This skill’s damage is increased by 150%, and its bleeding duration is increased from 3 seconds to 4 seconds.

buff

Counterattack: The blocking portion of this skill can now be used while moving. Ranged attacks will not trigger the second half of the skill.

buff
  • Splinter Shot: This skill is now a small projectile combo finisher.
  • Coral Shot: This skill is now a projectile combo finisher.
  • Feeding Frenzy: This skill is now a projectile combo finisher.
  • Mercy Shot: This skill is now a projectile combo finisher.
buffs

Maul: This skill’s damage has been increased by 40%.

buff

Whirling Defense: This skill was updated so that it interacts better with combo fields.

buff

I can't read?

#45 LIVESTRONGG

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Posted 15 November 2012 - 11:52 PM

View PostJetjordan, on 15 November 2012 - 11:47 PM, said:

*Improved the effect chance on ranger spirits to 35% base and 50% when traited.

buff

Splinter Shot: This skill’s damage is increased by 150%, and its bleeding duration is increased from 3 seconds to 4 seconds.

buff

Counterattack: The blocking portion of this skill can now be used while moving. Ranged attacks will not trigger the second half of the skill.

buff
  • Splinter Shot: This skill is now a small projectile combo finisher.
  • Coral Shot: This skill is now a projectile combo finisher.
  • Feeding Frenzy: This skill is now a projectile combo finisher.
  • Mercy Shot: This skill is now a projectile combo finisher.
buffs

Maul: This skill’s damage has been increased by 40%.

buff

Whirling Defense: This skill was updated so that it interacts better with combo fields.

buff

I can't read?
Underwater buffs, nice. I use those alot.

Where are the signet buffs, where are the Longbow and shortbow buffs they said were coming.

Obviously everything is a buff, but do you think they're buffs that people even thought of? Underwater combofinishers? Really? Minimal buffs at best. From what Colin talked about, you'd think it would be much, MUCH better.

#46 licho

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Posted 15 November 2012 - 11:54 PM

Imho the point is, that even if changes are pure buffs, its very limited. And they dont really encourage any new gameplay that much.
Harpoon skills is not a thing which is used often, and there is anyway not much choice in that matter.
Maybe we will see a little more GS, or full melee rangers, but amount of beastmasters or nature rangers will stay the same.

At this rate the state of rangers will not change much before next summer.

Edited by licho, 15 November 2012 - 11:57 PM.


#47 Jetjordan

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Posted 15 November 2012 - 11:57 PM

View PostLIVESTRONGG, on 15 November 2012 - 11:52 PM, said:

do you think they're buffs that people even thought of?

I'm psyched about GS, shortbow buff, AND combo fields UW

Longbow is super powerful as is.  I agree about signets, they also said that they were going to have to hold off on some of the ranger updates for now for testing.  So this looks pretty great so far.  I agree that some utility skills still need help though.

Looking for link about not implementing ALL of the changes yet.

#48 LIVESTRONGG

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Posted 16 November 2012 - 12:00 AM

View PostJetjordan, on 15 November 2012 - 11:57 PM, said:

I'm psyched about GS, shortbow buff, AND combo fields UW

Longbow is super powerful as is.  I agree about signets, they also said that they were going to have to hold off on some of the ranger updates for now for testing.  So this looks pretty great so far.  I agree that some utility skills still need help though.

Looking for link about not implementing ALL of the changes yet.
Well, I guess you're in the minority for liking these changes. Yes they're buffs, but not what people wanted and expected. I hope it's not all.

#49 Xorq

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Posted 16 November 2012 - 12:03 AM

Traps got stealth nerfed apparently. All on 30 sec cooldown despite the tooltips staying the same. I do hope this is some kind of mistake but I highly doubt it.

#50 Valharantha

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Posted 16 November 2012 - 03:44 AM

View PostXorq, on 16 November 2012 - 12:03 AM, said:

Traps got stealth nerfed apparently. All on 30 sec cooldown despite the tooltips staying the same. I do hope this is some kind of mistake but I highly doubt it.

According to this response, it will get fixed tonight: https://forum-en.gui...irst#post747374

While I do believe there's more updates to come for the ranger (at least they have promised as much again in the post on the official forums), I can't say I'm not disappointed by today's patch. I feel they should have said something to clear up the misconceptions about what this patch would bring, there would be less anger directed at them if they had. I'm also a bit tired of waiting for things that aren't ready. Perhaps that is a bit selfish to say given all the free content we're getting, but idk maybe because I still haven't completed so much of the content in the game if it were up to me I'd prioritize skill fixes and updates to new content.

edit: fixed typos

Edited by Valharantha, 16 November 2012 - 03:45 AM.


#51 Eenskolde

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Posted 16 November 2012 - 11:32 AM

I just dont think this is it. They said 15 bullet points. These are 14 and i refuse to belive that all these are considered "bullet points".

#52 Red J

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Posted 16 November 2012 - 11:37 AM

Well, I am happy I didn't delete my level 80 thief. I guess ranger is the bot only profession after all. And after this patch, they can farm underwater as well.

Edited by Red J, 16 November 2012 - 11:37 AM.


#53 Trei

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Posted 16 November 2012 - 12:25 PM

View PostEenskolde, on 16 November 2012 - 11:32 AM, said:

I just dont think this is it. They said 15 bullet points. These are 14 and i refuse to belive that all these are considered "bullet points".
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#54 Eenskolde

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Posted 16 November 2012 - 03:18 PM

Haha thank you, i guess its time to move on to step 2. I belive Ive got a spare keyboard to smash :devil:

Edited by Eenskolde, 16 November 2012 - 03:19 PM.


#55 Dahk

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Posted 16 November 2012 - 03:42 PM

My biggest hope was that spirits and non-shortbow weapons would be brought up to par with shortbow damage builds (the only really viable way to play a ranger at the moment).

I'm glad that greatswords are at least a bit more viable, but I was really hoping that we would have a viable support build after the patch and that we could get the root bug taken off swords autoattack.

I guess the good news is that the new shortbow I bought recently won't go to waste, but it's a shame that there's not much incentive to use anything else.

Edited by Dahk, 16 November 2012 - 03:43 PM.





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