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List of Problem Traits/Skills + Possible Solutions (In-Depth)


shadowpass.4236

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For the most part, I think these are pretty decent suggestions, however, I don't really like the solution for moving Windborne Notes. Beastmastery already has 2 weapon traits, it does not need a third. It just doesn't really make sense design-wise, especially as a minor trait. Also, I am not a PvEr, but from what I understand, the trait is important for Druids and fits nicely in NM. Not really sure what a better solution would be. Plasma seems like a better candidate to me, but I generally dislike the skill and think it's unhealthy for the game. Removing it would only affect a very niche selection of core/Druid builds, and it could be replaced with something strong enough that doesn't have so much synergy with NM and SB.

 

Also, I don't see this mentioned much, but I think Soften the Fall is way too strong for an adept trait. Lesser Muddy Terrain's immob should be reduced to 1 second and the duration of the slow/cripple should be halved. It is way too easy to set up burst with it for such little investment.

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> @"Stand The Wall.6987" said:

> > @"shadowpass.4236" said:

> > Can you explain this a little further please?

> >

> > From my perspective, adding a stunbreak and short duration, 2 stacks of stability to OWP just makes it a viable alternative to [strength of the Pack](https://wiki.guildwars2.com/index.php?title=%22Strength_of_the_Pack!%22&oldid=1436401) which gives 3 stacks of stability for 8 seconds (along with fury, might, and swiftness) on a 60 second cooldown when traited (13% uptime). 2 stacks of stability for 5 seconds every 40 seconds on OWP is a 12.5% uptime. However, instead of a damage boost from might and fury, you gain extra damage while attacking.

> >

> > If rangers wanted higher boon and stab uptime, I believe that they would still choose SotP in this scenario.

> >

> > To me, my suggestion looks like a damage nerf, and compensates a little bit for the lost damage by adding in a way to land that damage reliably. Maybe reducing the base stab duration on OWP to 3 or 4 seconds would be better?

>

> im not sure how to explain further. I would rather OWP duration go up from 5 to 8sec instead of stab and stunbreak. SOTP is fine cuz it has a long cd and doesn't break stuns.

 

I want to keep the duration of OWP short to prevent spamming and encourage using it intelligently. A longer duration means that the most effective way to use it would be to spam auto attacks for (in this case) 8 seconds.

 

Personally, I think my suggestion finds a good balance between the two and makes it a viable elite skill to take (while not being over-or-under powered). However, if you think the combination of low-stack, short-duration stability + stun break is too strong, maybe removing the stunbreak so it only gives stability would be a better alternative.

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> @"Pterikdactyl.7630" said:

> For the most part, I think these are pretty decent suggestions, however, I don't really like the solution for moving Windborne Notes. Beastmastery already has 2 weapon traits, it does not need a third. It just doesn't really make sense design-wise, especially as a minor trait. Also, I am not a PvEr, but from what I understand, the trait is important for Druids and fits nicely in NM. Not really sure what a better solution would be. Plasma seems like a better candidate to me, but I generally dislike the skill and think it's unhealthy for the game. Removing it would only affect a very niche selection of core/Druid builds, and it could be replaced with something strong enough that doesn't have so much synergy with NM and SB.

>

> Also, I don't see this mentioned much, but I think Soften the Fall is way too strong for an adept trait. Lesser Muddy Terrain's immob should be reduced to 1 second and the duration of the slow/cripple should be halved. It is way too easy to set up burst with it for such little investment.

 

OOPS! Thank you for pointing that out. I meant to type "move Fortifying Bond" NOT "move Windborne Notes."

 

Huge typo. I fixed it. ^-^

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> @"shadowpass.4236" said:

> > @"Pterikdactyl.7630" said:

> > For the most part, I think these are pretty decent suggestions, however, I don't really like the solution for moving Windborne Notes. Beastmastery already has 2 weapon traits, it does not need a third. It just doesn't really make sense design-wise, especially as a minor trait. Also, I am not a PvEr, but from what I understand, the trait is important for Druids and fits nicely in NM. Not really sure what a better solution would be. Plasma seems like a better candidate to me, but I generally dislike the skill and think it's unhealthy for the game. Removing it would only affect a very niche selection of core/Druid builds, and it could be replaced with something strong enough that doesn't have so much synergy with NM and SB.

> >

> > Also, I don't see this mentioned much, but I think Soften the Fall is way too strong for an adept trait. Lesser Muddy Terrain's immob should be reduced to 1 second and the duration of the slow/cripple should be halved. It is way too easy to set up burst with it for such little investment.

>

> OOPS! Thank you for pointing that out. I meant to type, "move Fortifying Bond," NOT "Windborne Notes." Huge typo.

>

> I fixed it. ^-^

 

This change would make Beastmastery, an already exceptional trait for Soulbeast, even more oppressive. If this got moved to Beastmastery, the traitline would need a significant nerf and NM would need a significant buff. Beastmastery does not need even more synergy with Soulbeast. Just my two cents though.

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> @"Pterikdactyl.7630" said:

> > @"shadowpass.4236" said:

> > > @"Pterikdactyl.7630" said:

> > > For the most part, I think these are pretty decent suggestions, however, I don't really like the solution for moving Windborne Notes. Beastmastery already has 2 weapon traits, it does not need a third. It just doesn't really make sense design-wise, especially as a minor trait. Also, I am not a PvEr, but from what I understand, the trait is important for Druids and fits nicely in NM. Not really sure what a better solution would be. Plasma seems like a better candidate to me, but I generally dislike the skill and think it's unhealthy for the game. Removing it would only affect a very niche selection of core/Druid builds, and it could be replaced with something strong enough that doesn't have so much synergy with NM and SB.

> > >

> > > Also, I don't see this mentioned much, but I think Soften the Fall is way too strong for an adept trait. Lesser Muddy Terrain's immob should be reduced to 1 second and the duration of the slow/cripple should be halved. It is way too easy to set up burst with it for such little investment.

> >

> > OOPS! Thank you for pointing that out. I meant to type, "move Fortifying Bond," NOT "Windborne Notes." Huge typo.

> >

> > I fixed it. ^-^

>

> This change would make Beastmastery, an already exceptional trait for Soulbeast, even more oppressive. If this got moved to Beastmastery, the traitline would need a significant nerf and NM would need a significant buff. Beastmastery does not need even more synergy with Soulbeast. Just my two cents though.

 

I've always believed that [Fortifying Bond](https://wiki.guildwars2.com/wiki/Fortifying_Bond) should've been baseline anyways. Without it, our pets are useless in larger fights because the lack of any protective boons means that they die nearly instantly in big team fights or large scale WvW.

 

Not to mention the cooldown reduction for [Pack Alpha](https://wiki.guildwars2.com/wiki/Pack_Alpha) should affect Beastmode skills.

 

However, you are correct. This nerf I proposed to the current meta Boonbeast build WILL result in a buff to Beastmastery. Maybe removing Fortifying Bond altogether is a better alternative?

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> @"shadowpass.4236" said:

> > @"Pterikdactyl.7630" said:

> > > @"shadowpass.4236" said:

> > > > @"Pterikdactyl.7630" said:

> > > > For the most part, I think these are pretty decent suggestions, however, I don't really like the solution for moving Windborne Notes. Beastmastery already has 2 weapon traits, it does not need a third. It just doesn't really make sense design-wise, especially as a minor trait. Also, I am not a PvEr, but from what I understand, the trait is important for Druids and fits nicely in NM. Not really sure what a better solution would be. Plasma seems like a better candidate to me, but I generally dislike the skill and think it's unhealthy for the game. Removing it would only affect a very niche selection of core/Druid builds, and it could be replaced with something strong enough that doesn't have so much synergy with NM and SB.

> > > >

> > > > Also, I don't see this mentioned much, but I think Soften the Fall is way too strong for an adept trait. Lesser Muddy Terrain's immob should be reduced to 1 second and the duration of the slow/cripple should be halved. It is way too easy to set up burst with it for such little investment.

> > >

> > > OOPS! Thank you for pointing that out. I meant to type, "move Fortifying Bond," NOT "Windborne Notes." Huge typo.

> > >

> > > I fixed it. ^-^

> >

> > This change would make Beastmastery, an already exceptional trait for Soulbeast, even more oppressive. If this got moved to Beastmastery, the traitline would need a significant nerf and NM would need a significant buff. Beastmastery does not need even more synergy with Soulbeast. Just my two cents though.

>

> I've always believed that [Fortifying Bond](https://wiki.guildwars2.com/wiki/Fortifying_Bond) should've been baseline anyways. Without it, our pets are useless in larger fights because the lack of any protective boons means that they die nearly instantly in big team fights or large scale WvW.

>

> Not to mention the cooldown reduction for [Pack Alpha](https://wiki.guildwars2.com/wiki/Pack_Alpha) should affect Beastmode skills.

>

> However, you are correct. This nerf I proposed to the current meta Boonbeast build WILL result in a buff to Beastmastery. Maybe removing Fortifying Bond altogether is a better alternative?

 

Perhaps if pets were able to handle bigger teamfights better it would be acceptable. It really is sad how quickly they melt. I don't really trait NM a lot so I'm not sure what would make up for its effectiveness. On a related note, it'd be nice if stances got automatically shared to the pet, regardless of range. I do really like your suggestion to LotP though. The trait seemed way too effective for oneself while quite underperforming for others (aside from the stab from Dolyak stance).

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> @"Pterikdactyl.7630" said:

> > @"shadowpass.4236" said:

> > > @"Pterikdactyl.7630" said:

> > > > @"shadowpass.4236" said:

> > > > > @"Pterikdactyl.7630" said:

> > > > > For the most part, I think these are pretty decent suggestions, however, I don't really like the solution for moving Windborne Notes. Beastmastery already has 2 weapon traits, it does not need a third. It just doesn't really make sense design-wise, especially as a minor trait. Also, I am not a PvEr, but from what I understand, the trait is important for Druids and fits nicely in NM. Not really sure what a better solution would be. Plasma seems like a better candidate to me, but I generally dislike the skill and think it's unhealthy for the game. Removing it would only affect a very niche selection of core/Druid builds, and it could be replaced with something strong enough that doesn't have so much synergy with NM and SB.

> > > > >

> > > > > Also, I don't see this mentioned much, but I think Soften the Fall is way too strong for an adept trait. Lesser Muddy Terrain's immob should be reduced to 1 second and the duration of the slow/cripple should be halved. It is way too easy to set up burst with it for such little investment.

> > > >

> > > > OOPS! Thank you for pointing that out. I meant to type, "move Fortifying Bond," NOT "Windborne Notes." Huge typo.

> > > >

> > > > I fixed it. ^-^

> > >

> > > This change would make Beastmastery, an already exceptional trait for Soulbeast, even more oppressive. If this got moved to Beastmastery, the traitline would need a significant nerf and NM would need a significant buff. Beastmastery does not need even more synergy with Soulbeast. Just my two cents though.

> >

> > I've always believed that [Fortifying Bond](https://wiki.guildwars2.com/wiki/Fortifying_Bond) should've been baseline anyways. Without it, our pets are useless in larger fights because the lack of any protective boons means that they die nearly instantly in big team fights or large scale WvW.

> >

> > Not to mention the cooldown reduction for [Pack Alpha](https://wiki.guildwars2.com/wiki/Pack_Alpha) should affect Beastmode skills.

> >

> > However, you are correct. This nerf I proposed to the current meta Boonbeast build WILL result in a buff to Beastmastery. Maybe removing Fortifying Bond altogether is a better alternative?

>

> Perhaps if pets were able to handle bigger teamfights better it would be acceptable. It really is sad how quickly they melt. I don't really trait NM a lot so I'm not sure what would make up for its effectiveness. On a related note, it'd be nice if stances got automatically shared to the pet, regardless of range. I do really like your suggestion to LotP though. The trait seemed way too effective for oneself while quite underperforming for others (aside from the stab from Dolyak stance).

 

Agreed.

 

Thanks for the feedback as usual! If you have any other questions or concerns, feel free to ask. ^-^

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so the ones using beast mastery already will receive double boons basically because of free fortifying bond?

other than that it mainly looks like a mirage stomp, with half the skills your mentioned barely used or not even relevant

 

won't happen anyway, too severe impact on pve which has highest priority

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I would just like to point out these 5 meta pof2win sustain and insane number of getoutofthejail cards they have. I play mostly core ranger.

1. Spellb. forget that they can 3 hit me down and half (not really half but feels like it) of those attacks are cc. But when I avoid all off that they simply run away. I dont know how, I play perma swiftness and have some quickness too and I cant catch them. Basically they can 3 - 4 hit me down and run away at any point they want.

2. Soulb. Same thing. Insane surv., big dmg and if things go bad they simply 'fly' away and are faster from my quickness core ranger.

3. Holo. Well enough said about this anomaly in this thread already. I do remember beating one good holo 3 times down to 5 - 10% and they just ran/invuln and healed up and eventually chain cc me when i was out of stunbreaks and killed me in 3 - 4 hits.

4. de. Anet I just want some pvp pls. Because when i 'fight' this... its not really a fight. Every de has an ability to get away from fight at every point.

5. Mirage is just a joke. If you some how get them to low vitality they simply port, stealth, blink whatever away.

So Anet can you please nerf all these get away abilities cuz it doesnt feel like pvp anymore. Can i please kill something as core ranger too? I also play dh and i cant catch any of these if i get them to low morale. Or these pof2win anomalies will continue to have it all from dmg wise, cc, escape capabilities, heals etc?

Also careful when nerfing core traits... obviously the problem is in pof specs so nerf pof specs... as common sense this sounds.. you never know with anet. Last thing we want is even bigger gap between pof and core/hot. Maybe only radiant hammer guard... no need for precision for them while they have 100% crit chance, 100% retaliation, power as if you have berserk amu and vitality as 2x mara amu all on expense on no need for precision stat. is a bit much. But thats just 1 core class that can fight meta pof trash so i d nerf this lastly.

But honestly in next balance patch i expect buffs from anet...

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> @"shadowpass.4236" said:

> > @"Stand The Wall.6987" said:

> > > @"shadowpass.4236" said:

> > > Can you explain this a little further please?

> > >

> > > From my perspective, adding a stunbreak and short duration, 2 stacks of stability to OWP just makes it a viable alternative to [strength of the Pack](https://wiki.guildwars2.com/index.php?title=%22Strength_of_the_Pack!%22&oldid=1436401) which gives 3 stacks of stability for 8 seconds (along with fury, might, and swiftness) on a 60 second cooldown when traited (13% uptime). 2 stacks of stability for 5 seconds every 40 seconds on OWP is a 12.5% uptime. However, instead of a damage boost from might and fury, you gain extra damage while attacking.

> > >

> > > If rangers wanted higher boon and stab uptime, I believe that they would still choose SotP in this scenario.

> > >

> > > To me, my suggestion looks like a damage nerf, and compensates a little bit for the lost damage by adding in a way to land that damage reliably. Maybe reducing the base stab duration on OWP to 3 or 4 seconds would be better?

> >

> > im not sure how to explain further. I would rather OWP duration go up from 5 to 8sec instead of stab and stunbreak. SOTP is fine cuz it has a long cd and doesn't break stuns.

>

> I want to keep the duration of OWP short to prevent spamming and encourage using it intelligently. A longer duration means that the most effective way to use it would be to spam auto attacks for (in this case) 8 seconds.

>

> Personally, I think my suggestion finds a good balance between the two and makes it a viable elite skill to take (while not being over-or-under powered). However, if you think the combination of low-stack, short-duration stability + stun break is too strong, maybe removing the stunbreak so it only gives stability would be a better alternative.

 

idk maybe. gg.

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> @"shadowpass.4236" said:

> #### Thief

>

> **[**Flanking Strike**](https://wiki.guildwars2.com/wiki/Flanking_Strike) -> [**Larcenous Strike**](https://wiki.guildwars2.com/wiki/Larcenous_Strike)**

>

> - **Problem**: Both attacks are unblockable.

> - **Solution**: Remove the Unblockable effect from Larcenous Strike. This still encourages skilled gameplay. If an enemy uses a block or has Aegis, the thief can use [Flanking Strike](https://wiki.guildwars2.com/wiki/Flanking_Strike) and wait for the block/boon to end before using [Larcenous Strike](https://wiki.guildwars2.com/wiki/Larcenous_Strike). This change prevents this attack from being spammed repeatedly even when an enemy is using a defensive cooldown.

>

> [**Death’s Judgement**](https://wiki.guildwars2.com/wiki/Death%27s_Judgment)

>

> - **Problem**: For a skill that hits incredibly hard, it should not be unblockable.

> - **Solution**: Remove the Unblockable effect.

>

> [**Silent Scope**](https://wiki.guildwars2.com/wiki/Silent_Scope)

>

> - **Problem**: This trait gives Deadeyes' extremely easy and frequent access to stealth with no way to stop them. [black Powder](https://wiki.guildwars2.com/wiki/Black_Powder) + [bound](https://wiki.guildwars2.com/wiki/Bounding_Dodger) also has the same issue. They give thieves high access to uninterruptible stealth.

> - **Solution**: Add a 10 second internal cooldown and turn this skill into a buff on the thief’s bar when it’s active. This gives an indicator to the thief and the enemy player when it’s ready to be used.

>

> [**Dagger Storm**](https://wiki.guildwars2.com/wiki/Dagger_Storm)

>

> - **Problem**: A 4.5 second evade (9 seconds if recharged with [improvisation](https://wiki.guildwars2.com/wiki/Improvisation)) shouldn’t count towards Capture-Point Contribution.

> - **Solution**: Prevent Capture-Point Contribution.

 

Someone finally said the obvious thing. No two part skill should have both parts be unblockable. There is nothing more frustrating than fighting a sd thief when all they do is spam three but you feel like you need to dodge every attack because if you don't you will take absurd damage.

 

ALSO the dagger storm is some ripe bull shyt

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> @"Ovark.2514" said:

> > @"shadowpass.4236" said:

> > #### Thief

> >

> > **[**Flanking Strike**](https://wiki.guildwars2.com/wiki/Flanking_Strike) -> [**Larcenous Strike**](https://wiki.guildwars2.com/wiki/Larcenous_Strike)**

> >

> > - **Problem**: Both attacks are unblockable.

> > - **Solution**: Remove the Unblockable effect from Larcenous Strike. This still encourages skilled gameplay. If an enemy uses a block or has Aegis, the thief can use [Flanking Strike](https://wiki.guildwars2.com/wiki/Flanking_Strike) and wait for the block/boon to end before using [Larcenous Strike](https://wiki.guildwars2.com/wiki/Larcenous_Strike). This change prevents this attack from being spammed repeatedly even when an enemy is using a defensive cooldown.

> >

> > [**Death’s Judgement**](https://wiki.guildwars2.com/wiki/Death%27s_Judgment)

> >

> > - **Problem**: For a skill that hits incredibly hard, it should not be unblockable.

> > - **Solution**: Remove the Unblockable effect.

> >

> > [**Silent Scope**](https://wiki.guildwars2.com/wiki/Silent_Scope)

> >

> > - **Problem**: This trait gives Deadeyes' extremely easy and frequent access to stealth with no way to stop them. [black Powder](https://wiki.guildwars2.com/wiki/Black_Powder) + [bound](https://wiki.guildwars2.com/wiki/Bounding_Dodger) also has the same issue. They give thieves high access to uninterruptible stealth.

> > - **Solution**: Add a 10 second internal cooldown and turn this skill into a buff on the thief’s bar when it’s active. This gives an indicator to the thief and the enemy player when it’s ready to be used.

> >

> > [**Dagger Storm**](https://wiki.guildwars2.com/wiki/Dagger_Storm)

> >

> > - **Problem**: A 4.5 second evade (9 seconds if recharged with [improvisation](https://wiki.guildwars2.com/wiki/Improvisation)) shouldn’t count towards Capture-Point Contribution.

> > - **Solution**: Prevent Capture-Point Contribution.

>

> Someone finally said the obvious thing. No two part skill should have both parts be unblockable. There is nothing more frustrating than fighting a sd thief when all they do is spam three but you feel like you need to dodge every attack because if you don't you will take absurd damage.

>

> ALSO the dagger storm is some ripe bull kitten

 

Hah, thanks. In my opinion, this has been an issue for a long time. Since a lot of a s/d thief's damage and utility comes from using Flanking Strike -> Larcenous Strike, I've never agreed with or understood why blocks are completely useless against them.

 

Also, I edited that suggestion a bit. I realized that casting Larcenous Strike in the air enables the thief to recast the unblockable Flanking Strike. This ALSO nullifies the point of the block. So, I think it would be better to have Flanking Strike lose the unblockable instead. This way, if you have good timing and block the telegraphed initial hit, you should be rewarded, and if you don't, the thief will have access to an unblockable, boon-stripping, high-damage attack.

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@"shadowpass.4236"

Hi, thx for reply. I mostly play 2 core ranger builds, 1 is similar to yours apart from amu and the other is sicem with nat magic.

As said I dont have problems when pof spec player stays - one of us dies - all good. Its when decides to run and I just cant keep up. Mirage blinks, ports, stealths whatever away. De stealths up. Soulb. is fatser. Spellb. also faster somehow even thou i have perma swiftness and some quickness. And holo have tons of invuln. and heals.

So my problem is that all these meta specs simply run away if needed. So many games when mirage, sbs hold points and if needed they just run or kite. I think its one of major pof advantage over other non pof specs and should be nerfed. So many matches when all you do is run/kite after them... its not rly pvp. I also play some dh which is even slower.

Maybe I should go with diviner's amu as you for longer quickness uptime...

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> - **Problem**: This trait gives Deadeyes' extremely easy and frequent access to stealth with no way to stop them. [black Powder](https://wiki.guildwars2.com/wiki/Black_Powder) + [bound](https://wiki.guildwars2.com/wiki/Bounding_Dodger) also has the same issue. They give thieves high access to uninterruptible stealth.

 

The combination of Bounding Dodger and Black Powder is actually interrupt-able. The evade window does not cover the full duration of the Bound animation, so you can interrupt them before they actually gain the stealth from the combo field. Additionally, it suffers from the same issue that Heartseeker does when stacking stealth in the Black Powder field, and that's if someone is standing in Black Powder, there is a high chance you might accidentally hit them, and take yourself out of stealth.

 

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> @"Kawloon Fuathach.3807" said:

> > - **Problem**: This trait gives Deadeyes' extremely easy and frequent access to stealth with no way to stop them. [black Powder](https://wiki.guildwars2.com/wiki/Black_Powder) + [bound](https://wiki.guildwars2.com/wiki/Bounding_Dodger) also has the same issue. They give thieves high access to uninterruptible stealth.

>

> The combination of Bounding Dodger and Black Powder is actually interrupt-able. The evade window does not cover the full duration of the Bound animation, so you can interrupt them before they actually gain the stealth from the combo field. Additionally, it suffers from the same issue that Heartseeker does when stacking stealth in the Black Powder field, and that's if someone is standing in Black Powder, there is a high chance you might accidentally hit them, and take yourself out of stealth.

>

 

I'll fix it, thanks!

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> @"Ruufio.1496" said:

> These suggestions are balanced, therefore, they will not happen. I don`t play enough anymore to even know this question; are thieves still able to spam stealth attacks (ie. backstab) while stealthed until it hits or does block/blind finally reveal them after the first fail?

 

Thanks! I'm crossing my fingers someone at Anet sees this thread ^^

 

As for your question, no. Missing a stealth attack doesn't reveal the thief. Death's Judgment (rifle stealth attack) applies reveal on the thief when they start casting it, so that's the only exception.

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> @"shadowpass.4236" said:

> #### Ranger

>

> [**Winter’s Bite**](https://wiki.guildwars2.com/wiki/Winter%27s_Bite)

>

> - **Problem**: 10 second duration weakness on a 10 second cooldown, [Enfeebling Strike](https://wiki.guildwars2.com/wiki/Enfeebling_Strike) doesn't get removed if the attack misses.

> - **Solution**: Reduce weakness duration to 4 seconds, remove the [Enfeebling Strike](https://wiki.guildwars2.com/wiki/Enfeebling_Strike) if the attack misses.

>

> [**Fortifying Bond**](https://wiki.guildwars2.com/wiki/Fortifying_Bond)

>

> - **Problem**: It’s in the same trait line as [Windborne Notes](https://wiki.guildwars2.com/wiki/Windborne_Notes). This causes too much synergy between boonshare, warhorn, and [One Wolf Pack](https://wiki.guildwars2.com/wiki/One_Wolf_Pack).

> - **Solution**: Merge [Loud Whistle](https://wiki.guildwars2.com/wiki/Loud_Whistle) and [Pet’s Prowess](https://wiki.guildwars2.com/wiki/Pet%27s_Prowess) in Beastmastery and move Fortifying Bond from [Nature Magic](https://wiki.guildwars2.com/wiki/Nature_Magic) to [beastmastery](https://wiki.guildwars2.com/wiki/Beastmastery) into the now-empty minor trait slot. Make a new minor trait for the empty slot in Nature Magic. Since there is massive synergy between [Hunter's Call](https://wiki.guildwars2.com/wiki/Hunter%27s_Call), [One Wolf Pack](https://wiki.guildwars2.com/wiki/One_Wolf_Pack), [Plasma](https://wiki.guildwars2.com/wiki/Consume_Plasma_(Plasma)), and [Fortifying Bond](https://wiki.guildwars2.com/wiki/Fortifying_Bond) , this change will cause Warhorn + OWP rangers to lose access to boonshare between them and their pet. This results in significantly shorter boon uptimes and less damage as now, rangers will be forced to choose between boonshare (no longer in Nature Magic) or high damage (CotW + OWP) rather than having both.

>

> [**One Wolf Pack**](https://wiki.guildwars2.com/wiki/One_Wolf_Pack)

>

> - **Problem**: Lasts 12 seconds when traited with [Leader of the Pack](https://wiki.guildwars2.com/wiki/Leader_of_the_Pack) (20% uptime). This encourages spamming auto attacks/quick hitting attacks for the entire duration (in other words, mashing your 1 key for 12 seconds).

> - **Solution**: Reduce the duration to 5 seconds and the cooldown to 40 seconds (12% uptime). Give it a stunbreak + 2 stacks of stability for 5 seconds on use.

>

> [**Moa Stance**](https://wiki.guildwars2.com/wiki/Moa_Stance)

>

> - **Problem**: Lasts 15 seconds when traited with [Leader of the Pack](https://wiki.guildwars2.com/wiki/Leader_of_the_Pack) (60% uptime).

> - **Solution**: Increase the cooldown to 30 seconds (33% uptime).

>

> [**Leader of the Pack**](https://wiki.guildwars2.com/wiki/Leader_of_the_Pack)

>

> - **Problem**: For a support trait, it actually benefits the user a lot more than it benefits allies.

> - **Solution**: Reduce Personal Duration to 100%, increase Allied Duration to 100%, add 20% cooldown reduction to Stances.

 

So....I don't think you understand that ranger isn't just really strong because of consume plasma, it has insane trait synergy in each of soulbeast, nature magic, beastmastery and wilderness survival and then some really strong ones with each other.

 

Also you're fooling no-one, you're buffing one wolf pack at the same time as nerfing it, you know how many stunbreaks it would give the already evade spamming, hard to lock down soulbeast? 4 or more and plenty of stab to boot because they would go beast mastery and wilderness survival because you just made beast mastery unquestionably the best choice when it was already a good variation.

 

What this doesn't solve is the incredible boon uptime with consume plasma, fortifying bond and Fresh Reinforcement, which is one of the biggest offenders. Nerfing consume plasma to 5-6 boons is what is needed at the very least. Ranger needs some cool down increases to split blade and winters bite alongwith the reduction to weakness, lesser muddy terrain to be half duration and has a 2s interval, companions defence having an ICD of 10s (because with natural vigor you get a dodge every 7s) with a duration increase to 3s.

 

These changes suggested by you only shift the problem onto a new build, they're deliberately not addressing the issue. Whatever you do with fortifying bond you will choose that line, it's best kept in nature magic than in beast mastery which would give 25 might, extra quickness, +150 stats, damage and movement speed buffs and extra weakness.

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> @"Ovark.2514" said:

> > @"shadowpass.4236" said:

> > #### Thief

> >

> > **[**Flanking Strike**](https://wiki.guildwars2.com/wiki/Flanking_Strike) -> [**Larcenous Strike**](https://wiki.guildwars2.com/wiki/Larcenous_Strike)**

> >

> > - **Problem**: Both attacks are unblockable.

> > - **Solution**: Remove the Unblockable effect from Larcenous Strike. This still encourages skilled gameplay. If an enemy uses a block or has Aegis, the thief can use [Flanking Strike](https://wiki.guildwars2.com/wiki/Flanking_Strike) and wait for the block/boon to end before using [Larcenous Strike](https://wiki.guildwars2.com/wiki/Larcenous_Strike). This change prevents this attack from being spammed repeatedly even when an enemy is using a defensive cooldown.

> >

> > [**Death’s Judgement**](https://wiki.guildwars2.com/wiki/Death%27s_Judgment)

> >

> > - **Problem**: For a skill that hits incredibly hard, it should not be unblockable.

> > - **Solution**: Remove the Unblockable effect.

> >

> > [**Silent Scope**](https://wiki.guildwars2.com/wiki/Silent_Scope)

> >

> > - **Problem**: This trait gives Deadeyes' extremely easy and frequent access to stealth with no way to stop them. [black Powder](https://wiki.guildwars2.com/wiki/Black_Powder) + [bound](https://wiki.guildwars2.com/wiki/Bounding_Dodger) also has the same issue. They give thieves high access to uninterruptible stealth.

> > - **Solution**: Add a 10 second internal cooldown and turn this skill into a buff on the thief’s bar when it’s active. This gives an indicator to the thief and the enemy player when it’s ready to be used.

> >

> > [**Dagger Storm**](https://wiki.guildwars2.com/wiki/Dagger_Storm)

> >

> > - **Problem**: A 4.5 second evade (9 seconds if recharged with [improvisation](https://wiki.guildwars2.com/wiki/Improvisation)) shouldn’t count towards Capture-Point Contribution.

> > - **Solution**: Prevent Capture-Point Contribution.

>

> Someone finally said the obvious thing. No two part skill should have both parts be unblockable. There is nothing more frustrating than fighting a sd thief when all they do is spam three but you feel like you need to dodge every attack because if you don't you will take absurd damage.

>

> ALSO the dagger storm is some ripe bull kitten

 

OK so do you know WHY S/D became meta and has now stayed meta? The answer is not to remove the unblockable from FS/LS, it fills an anti bunker role and removing the unblockable will shelve it again.

 

Yes maybe dagger storm should be looked at, maybe prevent point capture, maybe just reduce the damage a little, not sure. I'm inclined to leave it for the time being because it's not a major issue when you consider a lot of classes can do the same damage in a fraction of the time.

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> @"Dante.1763" said:

> I know alot of pvpers dont really care about what happens in PVE(the hard core ones at least), but some of the proposed ranger changes would make it really hard to be wanted in a group on ranger again :(

 

Hi! Skill splits between gamemodes would prevent PvE from being affected. ^-^

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> @"shadowpass.4236" said:

> > @"Dante.1763" said:

> > I know alot of pvpers dont really care about what happens in PVE(the hard core ones at least), but some of the proposed ranger changes would make it really hard to be wanted in a group on ranger again :(

>

> Hi! Skill splits between gamemodes would prevent PvE from being affected. ^-^

 

This is true, but not all skills are split as nice as it would be if they where(probably would have stopped my ele from being turned into a uselessly equipped character), so unless they did so my point still stands! :D

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