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Can we expect a buff on the class?

linknigrilinknigri Member Posts: 97 Arc User
I think at this point everyone knows how far behind the class is compared to the other ones right now, so can we expect a buff on it? Or the devs have a opinion that contraries the community?

Comments

  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited December 2015
    What are you talking about? The devs just did something to our class in this patch. No-one knows what it is and the devs were very vague about it as usual :p

    Hunter Ranger: Grasping Roots' duration now properly matches its tooltip.

    Don't expect any buffs in Mod 8 - a dev said in an interview there would be no class balancing in Underdark.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • indalordindalord Member, NW M9 Playtest Posts: 51 Arc User
    edited December 2015
    Well server is down so we just can guess....ill say -you wont agree :) - but coz grasping roots are quite short, when compared to what buffs (rings, boons etc..) should give us, well Ill say We ARE going to root ppl for ages now :) let s see !
    And if I am right we all going to add control bonus from anywhere we can.
    If iam wrong....HR will be.....

    Your opinon ?
    Indalord I & II
  • linknigrilinknigri Member Posts: 97 Arc User
    edited December 2015
    lirithiel said:

    What are you talking about? The devs just did something to our class in this patch. No-one knows what it is and the devs were very vague about it as usual :p

    Hunter Ranger: Grasping Roots' duration now properly matches its tooltip.

    Don't expect any buffs in Mod 8 - a dev said in an interview there would be no class balancing in Underdark.


    They said roots now match the time of the tooltip, dont know if its good or bad... Hope that they will actually root now haha, since it only works on mobs, but honestly, I'm a little scpetical about it.

    But I did not know that statement about no balancing coming in underdark, thats bad news... I really think we are very underpowered, I constantly think about leaving the HR behind and invest in my alt chars, I still have not done it because I really enjoy the mechanic of the class and still have a little hope for it to be balanced at some point, altho that hope is fading away
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    My HRs are the first two toons I created in NW and they are the only ones I really play. Since then I have played a GF (70), GWF (70), CW (60) and, most recently, a SW (60). I still prefer playing the HR to any of those classes so I am holding out for some buffs/changes/reworks in the not-too-distant future.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • linknigrilinknigri Member Posts: 97 Arc User
    lirithiel said:

    My HRs are the first two toons I created in NW and they are the only ones I really play. Since then I have played a GF (70), GWF (70), CW (60) and, most recently, a SW (60). I still prefer playing the HR to any of those classes so I am holding out for some buffs/changes/reworks in the not-too-distant future.

    I feel in the same way, I really enjoy the mechanic and I hope we get a buff/change/rework too
  • searaubersearauber Member Posts: 14 Arc User
    lirithiel said:

    My HRs are the first two toons I created in NW and they are the only ones I really play. Since then I have played a GF (70), GWF (70), CW (60) and, most recently, a SW (60). I still prefer playing the HR to any of those classes so I am holding out for some buffs/changes/reworks in the not-too-distant future.

    I also enjoy my hunter but have seriously considered playing another class and parking the HR until later. The "fix" in the patch may have just pushed me over the edge as they adjusted something that may affect the 2nd most damaging ability trappers use.

  • linknigrilinknigri Member Posts: 97 Arc User
    I think everyone of us think about leaving the HR at some point as the class is so underpowered compared to the others. But have you noticed any diference after that ''fix''? Because I have not...
  • jhpnwjhpnw Member, NW M9 Playtest Posts: 611 Arc User
    What I have found by comparing old combat logs vs now using constrict damage. Constrict over an combat round damage almost down 10 % and the roots are not lasting as long. Probably why damage is down is losing that last roots damage from shorter duration. So we were nerfed due to all the crying over stun it was not drastic but our damage was low enough as it was

    jhp
  • searaubersearauber Member Posts: 14 Arc User
    edited December 2015
    jhpnw said:

    What I have found by comparing old combat logs vs now using constrict damage. Constrict over an combat round damage almost down 10 % and the roots are not lasting as long. Probably why damage is down is losing that last roots damage from shorter duration. So we were nerfed due to all the crying over stun it was not drastic but our damage was low enough as it was

    jhp

    I did only run one dungeon after the patch with my HR and it did appear my damage was down but may have been do to other issues like the lag I was having. It was a pug with no tank or heals so the other strikers drug me along :(.

    I should also note that I am a relatively new 70 with a mid 2k gear score and only a few boons so I am not sure I would be the best to answer this.


  • linknigrilinknigri Member Posts: 97 Arc User
    Is that serious? Are you sure they are still nerfing the class? hahahahahaha... oh god... if that is true, I'll leave the HR for real because for sure the devs have no clue of the spot the class is right now.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    I'd love to have electric arrow compete with WMS for 50% effectiveness, not 5%!!
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  • rayrdanrayrdan Member Posts: 5,410 Arc User
    macjae said:

    linknigri said:

    I think everyone of us think about leaving the HR at some point as the class is so underpowered compared to the others. But have you noticed any diference after that ''fix''? Because I have not...

    It was a great fix; they finally fixed it so that the root damage does not tick excessively long against Elven Battle enchantment users in PvP.
    @macjae are you sure about it? new lockboxes contain normal negation enchantment, this would be the perfect time to trade it for an elven battle
  • linknigrilinknigri Member Posts: 97 Arc User
    macjae said:

    linknigri said:

    I think everyone of us think about leaving the HR at some point as the class is so underpowered compared to the others. But have you noticed any diference after that ''fix''? Because I have not...

    It was a great fix; they finally fixed it so that the root damage does not tick excessively long against Elven Battle enchantment users in PvP.
    And would it be impossible to fix the elven battle problem without making the roots last less? It afects everything not only that, so it is far from being a ''great fix''. And the roots of hr are non existing on pvp, talking about the actualy root, not the damage, it lasts for like 0.00001 sec on everyone even without EB.
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  • linknigrilinknigri Member Posts: 97 Arc User
    edited December 2015
    Show me one video of any HR perma rooting someone with tenacity or perma daze someone with decent tenacity. Plz I would love to see it being a 4k gs HR who knows the rotation and enjoys pvp myself.

    I'll make even more easy for you, show me one HR rooting a decent tenacity user (40% cc resist) for at least 2 whole seconds and I'll give u one million AD.

    Naaah, show me one second, just one, I dare u. I double dare you!

    haha, permaroot... the best they can do is a little interruption bro.
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    Yea, these days roots just seem not to effect some classes at all.

    Can we expect a buff..? Yes I think so because we can't get much worse :D I'd be happy with a simple across the board 50% damage increase. I mean they could fiddle with the feat trees, but tbh. I think that's way too much time that they won't be willing to spend.
    No idea what my toon is now.
  • linknigrilinknigri Member Posts: 97 Arc User
    edited December 2015
    I think we need more then 50% damage to be realible on pvp, but I dont know, maybe would be enought. Altho, it would be too mutch for pve. I think we need 30% extra damage on encounters and 80% extra damage on at-wills.

    and that some encounters should have a lot more then just 30%, the steel breeze, for exemple should have 200% extra damage, that thing hurts less then a at-will haha, its a joke in terms of damage. And there is others, fox should hit 3 times instead of 2 and keep the damage it does right now. Marauder should do more then 30% extra damage too since its single target and its ranged part does no damage, and the list goes on...
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Want the old fox shift before they nerfed it. Was nice having some decent single target DPS.
  • linknigrilinknigri Member Posts: 97 Arc User
    edited December 2015
    Yes I think it is kinda essencial on every striker to have at least one decent single target encounter. Cws have Ice knife, ray of enfeable and even desintegrate... TRs single target damage goes to the moon and it is fine that way, they all have its means to deal single target dps and we only have careful atack, witch is good but it is far from being enought and it sits alone expecialy on pvp since it is impossible to use gush wounds there unless the enemy is afk haha.

    I dont see why they nerfed the fox shift, I really do not see why... I had stoped playing before that and comed back a lot later. But I could deal with the decent single target encounter being marauder rush using the argumentation that shift does strike more then one target and marauder does not, but being honestly I think both should be able to deal decent single target damage. The only good thing I see in the ranger for single target dps is the carefull atack, and I do not think it is enought.

    On top of that I also have a questionable oppinion that marauder escape should break CC. Mostly because the only way rangers have to deal with CC is using dodge and his dodge is the one with the worst frames of immunity. Right now that everyone has the same amount of dodges as we do, we are the class with the worst ''shift'' mechanic of the game. And we do take risks, expecialy because at some point we will be fighting on melle. Even when debating that a short distance dodge could be an advantage at some situations, witch could indeed and I would never defend that we should have a long dodge instead of a short one, that is no reason for us to have less frames of immunity. Expecialy because a long dodge can also be advantageous in some other situations and it would not be that bad for us since the big advantage of a short dodge is to continue to fight on melle after a dodge without problem, assuming that we can change a stance and keep fighting from a far we would not be bad at all with a long dodge, arguably we would even be more powerfull, but honestly I prefer it short.
  • linknigrilinknigri Member Posts: 97 Arc User
    edited December 2015
    Now that I was thinking something is kinda bottering me a lot... Tell me if I'm wrong, but:

    - We have the worst ''dodge'' since we lack frames of imunities
    - We do not have not even one great dayle. Maybe its a matter of oppinion, but seriosly, comparing to the other classes dayles, I do not think ours is on pair with theirs, maybe concusive shot since it is cool to have a 25% ap dayle it feels like an extra encounter, but well, it sure does not feel as a dayle, something with the power of a Ice knife, or the utility as the buble of the paladin, the dayles of the GF, the lay on hand of the palladin witch makes someone full health... I dont think we have a dayle that can change the course of the fight like the other classes have.
    - We have the worst at-wills of the game...
    - We have a bad single target dps.
    - Our controll is also lacking nowdays...
    - I like our mobility, it requires using marauder, but is cool and it is good, but not as good as the mobility of the gwf and the SW so we cant say we excel on it, but well at least we have the tool to enter and go away from the fight, this is might even better on the TR then on the others, stealth is really nice to engage and disengage so we sit on the 4º place on that quisite, so call me negative but it cannot be said that we are great on doing it we are at the best of circunstances average or mediocre.
    - We have no CC break.
    - We are the most squishy class. Even with life steal from the melle tree since there is no damage to make it worth... (and we need to take risks to use our melle encounters... Gwfs love to say that they take risks because they are melle all the time, what I think it is a great bull HAMSTER, but well, using their stupid argument we do that for 50% of the fight...)


    We excel in what? AOE damage? because our damage is lacking... so I cant say if that is it. Every class excel in something but the HR seems to excel in nothing. I do not see a list so big of downsides on any class of the game. It feels like we excel only at being bad... We are the worst on so many things and have nothing to compensate for it... Why would someone play this class asside from thinking it is cool?
  • hawkendhawkend Member Posts: 179 Arc User
    edited December 2015
    I wanna to see how low population of HRs will be in module 9. Its annoying when you need for stupid 3 modules be supporter. Anyway particular change need to be in feats. Why trapper is only hybrid feat tree? If class is named as hybrid class then why feats is limited to one stance? I also have proposition for HR. After all damage buffs, grant Forest Meditation crit effect. Its should buff Combat tree. Truely we never get FULL REDESIGN. We even dont have any exclusive mechanism, reserved only for HRs. For me roots its like nothing, its only immobilize thing what works in PvP 0.25s.

    @DOWN

    Well. CWs have 4 encounters, DCs also have theirs divinity channel. But truely HR in this case have the best showcase. But one exclusive tool is like nothing when others classes have more exclusive tools.
    Post edited by hawkend on
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    hawkend said:

    We even dont have any exclusive mechanism, reserved only for HRs. For me roots its like nothing, its only immobilize thing what works in PvP 0.25s.

    Is our tab mechanic not exclusive enough for you? :p
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
  • linknigrilinknigri Member Posts: 97 Arc User
    I agree with his statement on roots. That is pathetic indeed, whyle we have that HAMSTER, other classes have stums, witch last longer then ours. Even the root from the terror enchantment last a lot longer and works better then our pathetic root.
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    lirithiel said:

    What are you talking about? The devs just did something to our class in this patch. No-one knows what it is and the devs were very vague about it as usual :p

    Hunter Ranger: Grasping Roots' duration now properly matches its tooltip.

    By which of course, they meant that 2.5 seconds in pvp somehow equals 1/10 of a second against anyone wearing pvp gear.
  • hawkendhawkend Member Posts: 179 Arc User
    @lirithiel

    Go on preview server, hit by hindering stike without Master Trapper, then with this. Do this same thing with Ancient Roots(with/without) if you will see any diffrence(root duration not thorned roots ticks) show me this in GIF.

    I am still testing Seeker Vengeance DoT with many things. This DoT making something like "infinite loop" but its blocked by sleeps per a few miliseconds but i think it is possible to bypass this sleeps by stacking this DoT to high amounts. Still recognizing how stacking works.
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    hawkend said:

    @lirithiel

    Go on preview server, hit by hindering stike without Master Trapper, then with this. Do this same thing with Ancient Roots(with/without) if you will see any diffrence(root duration not thorned roots ticks) show me this in GIF.

    I am still testing Seeker Vengeance DoT with many things. This DoT making something like "infinite loop" but its blocked by sleeps per a few miliseconds but i think it is possible to bypass this sleeps by stacking this DoT to high amounts. Still recognizing how stacking works.

    Wait the root animation doesnt change, it last always pretty much zero like an archery but they having or not having ancient roots does make a huge difference control wise.
    in other words, the animation of the roots (tangled branches) lasts always the same...the control not.
    Additional control bonus by the way does not work.
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