Some other class already have that ability called perma hide tr:s.
Its no different but less good then perma tr:s because they dont die, they never die if they dont want to...
2 that knows what they are doing and is geared simular to the hr will take him out pretty fast and can cap the node but if you face perma tr that is not the case.
CW -gwf or 2 gwf will make the process short with any but the absolute elite hrs and even they have to run...
DC another class that can counter hr as full survival pvp build dont have the dam to take them down if simular gear/skill..
I now that we are going lets face it most gwfs will chase down all but the few elite hrs also.
Now AFTER MODULE 4 WE HAVE NO CLUE AS THE CHANGES ARENT COMPLEATED YET so how about hold off on the NERF THIS NERF THAT until we at least are getting near what will eventually be the final change mkay ..................
You will not get balance until they fix the tankiness of the HR. The damage is fine. Fix the <font color="orange">HAMSTER</font> deflection and heals and CWs at least could have a go at it.
So, stop QQ ing and face you deal so much damage and have an insane healing regen cap plus really good stuns and, above this all, 6 encounters which deal a lot of damage. These points MUST be nerfed for the sake of balance.
HR's biggest damage ability can be avoided by not standing in the red circle. The other abilities are OKAY, nothing OP damage-wise other than Aimed Shot which is full of drawbacks that no other class has to deal with for their big hits. GWFs and TRs dish out vastly huger spike amounts. CWs deal far more damage on a consistent, second-by-second basis without having to rely on an immobile damage circle that can easily be avoided.
HRs have only one stun move and that no longer stuns in Mod4. TRs, GWFs and CWs all have vastly more "stun" type moves.
Insane HR healing was based on the PvP set bug, which has been fixed. Wilds Medicine is a much poorer cousin and can't be taken simultaneously with the biggest damage feats for HRs in Mod4.
So if their best ability can be avoided by not standing in the red circle, what do you suggest doing against 2 or even 3 red circles that can be put up in mod 4? Or as a GWF or a GF when you deal no range damage and they are sitting in a thornward? Granted, GWF's still have a chance against HR's in pvp, not the really good ones.
This is coming from a Guardian stand-point who at no point since their release has had a shot against HR's. You are tankier, deal more range damage than I do melee, and deal WAY more damage melee than I deal melee, while also being able to heal more.
So I was curious if your opinion is that we are just a bad class? We need buffed up to your level of tanky/DPS/Healing level? Or you guys need brought down a few notches?
So if their best ability can be avoided by not standing in the red circle, what do you suggest doing against 2 or even 3 red circles that can be put up in mod 4? Or as a GWF or a GF when you deal no range damage and they are sitting in a thornward? Granted, GWF's still have a chance against HR's in pvp, not the really good ones.
This is coming from a Guardian stand-point who at no point since their release has had a shot against HR's. You are tankier, deal more range damage than I do melee, and deal WAY more damage melee than I deal melee, while also being able to heal more.
So I was curious if your opinion is that we are just a bad class? We need buffed up to your level of tanky/DPS/Healing level? Or you guys need brought down a few notches?
TW was already nerfed to only 1 at a time. GFs can shield most of the damage, GWFs just have to eat it or not be 1v1ing an HR on a node. If the HR isn't built high-tank (in which case their damage suffers), then the GWF can outpunch them anyway - depending on gear and dodge skill on the HR's part. GWF and HR are pretty 50-50 atm on Live, assuming even gear and skill. GWFs can just get a lot further with a modest amount of skill than HRs can, so GWFs look much prettier than HRs in most battles.
GFs have always been terrible. I've met tankier GFs than my HR, and I've been single-hit for 1/3 of my HP by a GF before; these are not the status quo for facing GFs, though. A GF will still pale in comparison to what HRs can currently pull off. However, what the GF is best at in PvP, from an HR standpoint, is locking down my HR. With your CC, I'm either 100% focused on kiting you, or getting face-planted repeatedly by you, which makes it easy for anyone else on your team to take me out. Of course, skill and gear affect that.
HRs have had their PvP set bug fixed, which is the huge notch down for their place in PvP on Live. GFs still need significant buffs in PvP and will continue to need significant buffs in PvP until it actually happens.
That said, if you have some good PvP gear, I'd be happy to face off with you in IWD on the Preview shard and see how well we fare against each other with the changes.
So if their best ability can be avoided by not standing in the red circle, what do you suggest doing against 2 or even 3 red circles that can be put up in mod 4? Or as a GWF or a GF when you deal no range damage and they are sitting in a thornward? Granted, GWF's still have a chance against HR's in pvp, not the really good ones.
This is coming from a Guardian stand-point who at no point since their release has had a shot against HR's. You are tankier, deal more range damage than I do melee, and deal WAY more damage melee than I deal melee, while also being able to heal more.
So I was curious if your opinion is that we are just a bad class? We need buffed up to your level of tanky/DPS/Healing level? Or you guys need brought down a few notches?
I am normally a man of patience but you guys are getting tiresome to the extream .......
I hope i only have to adress you once with this Freshour and that you actually use what you have inside your forehead in future.
Same thread page before crush says the nerf TW so only 1 can be up at a time (how about actually READ something before you even write, I will give you further example of your lack if reading before you write)
Tankier no - heal more yes, so when they nerf the healing with about 75% ( i will explain how as you obvisouly dont read yourself by 1 putting healing depress on it 2 nerf meele feat removing 10% deflection 3 Removing 20% extra healing from pathfinders feat 4 preventing it from procs due to dotts and other stuff that isent pure hits) that tankiness is gone.
We are a striker class if we dident do more dam then gf tell me why on earth would you even have a hr class ?
Now they removed the 15% extra dam feat from meele also and overall nerfed the dam from meele stance and the removed the 3 stuns from constriced arrow and replaced it with 1 sec root that you dont even notice more then a short lagg.
Several other changes are on its way and they are adjusting it from patch to patch so we have no clue what the end result will be but right now you wont see many HRs in pvp as we dont really have a place there as it stands.
Finally this is a HR PREVIEW THREAD FOR CHANGES IN THE HR CLASS so what ARE YOU DOING HERE....
If you want to qq and show your total ignorance plz use all the threads below the this like the rest of the never ending OMG THEY HEAL SO MUCH I HAVENT READ THE CHANGES SO I CONTINUE TO QQ ABOUT IT EVEN IF ITS OLD NEWS...
Can this be the end of this before we see the final chapter when they launch moduel 4 mkay .........jeeeeeeeeeeeeeez
Several other changes are on its way and they are adjusting it from patch to patch so we have no clue what the end result will be but right now you wont see many HRs in pvp as we dont really have a place there as it stands.
No. There's just going to be a shift in playstyle and builds, given these changes. And hopefully there will be some more tweaks.
But HRs will still have a place, if the current stuff holds true.
If you want to qq and show your total ignorance plz use all the threads below the this like the rest of the never ending OMG THEY HEAL SO MUCH I HAVENT READ THE CHANGES SO I CONTINUE TO QQ ABOUT IT EVEN IF ITS OLD NEWS...
Can this be the end of this before we see the final chapter before they launch moduel 4 mkay .........jeeeeeeeeeeeeeez
You're not really helping, bro. I understand your frustration at people not reading, but that won't stop happening anytime soon.
I am normally a man of patience but you guys are getting tiresome to the extream .......
I hope i only have to adress you once with this Freshour and that you actually use what you have inside your forehead in future.
Same thread page before crush says the nerf TW so only 1 can be up at a time (how about actually READ something before you even write, I will give you further example of your lack if reading before you write)
Tankier no - heal more yes, so when they nerf the healing with about 75% ( i will explain how as you obvisouly dont read yourself by 1 putting healing depress on it 2 nerf meele feat removing 10% deflection 3 Removing 20% extra healing from pathfinders feat 4 preventing it from procs due to dotts and other stuff that isent pure hits) that tankiness is gone.
We are a striker class if we dident do more dam then gf tell me why on earth would you even have a hr class ?
Now they removed the 15% extra dam feat from meele also and overall nerfed the dam from meele stance and the removed the 3 stuns from constriced arrow and replaced it with 1 sec root that you dont even notice more then a short lagg.
Several other changes are on its way and they are adjusting it from patch to patch so we have no clue what the end result will be but right now you wont see many HRs in pvp as we dont really have a place there as it stands.
Finally this is a HR PREVIEW THREAD FOR CHANGES IN THE HR CLASS so what ARE YOU DOING HERE....
If you want to qq and show your total ignorance plz use all the threads below the this like the rest of the never ending OMG THEY HEAL SO MUCH I HAVENT READ THE CHANGES SO I CONTINUE TO QQ ABOUT IT EVEN IF ITS OLD NEWS...
Can this be the end of this before we see the final chapter when they launch moduel 4 mkay .........jeeeeeeeeeeeeeez
- Well it seems like somebody is a little bit of an angry elf lol. I really am sorry and admit I did not read the entire thread, I was just reading the last post and I wanted to see what you guys thought. I did not know the thornward strategy of having numerous ones up was nerfed and I apologize.
- I gave up QQ'ing the day I started my GF 1 week into open beta lol.
- I understand you are meant to do more damage, I'm not 100% sure where you thought I said you shouldn't.
- You are more tanky as you get higher deflect, and much higher health regen, despite nerfs all around.
I simply was trying to inquire what HR's thought about our class in comparison to yours as a good HR vs the BEST GF in the world still wins 99/100 times because he fell asleep that 1 time and went afk for 15 minutes and got DC'd, the GF still didn't kill him lol.
It's ridiculous how many people come here and complain here about how things work on live, without even reading we're getting the set fixed, and our pvp damage and survability nerfed.
I simply was trying to inquire what HR's thought about our class in comparison to yours as a good HR vs the BEST GF in the world still wins 99/100 times because he fell asleep that 1 time and went afk for 15 minutes and got DC'd, the GF still didn't kill him lol.
This is all before the changes so its pointless to even comment of it even more so writing about it on a feedback thread about CHANGES FOR THE HR CLASS.
I have a gf also and it was my first main just after beta but this is a feedback thread for HR changes on preview not what do you think of gf thread.
That being said i have pointed out on several other threads that i think gf should be buffed and buffed ALOT as they have been suffering for a long time and deserve to have their place in the sun after all gwf cw domination, but thats for another thread.
This is all before the changes so its pointless to even comment of it even more so writing about it on a feedback thread about CHANGES FOR THE HR CLASS.
I have a gf also and it was my first main just after beta but this is a feedback thread for HR changes on preview not what do you think of gf thread.
That being said i have pointed out on several other threads that i think gf should be buffed and buffed ALOT as they have been suffering for a long time and deserve to have their place in the sun after all gwf cw domination, but thats for another thread.
Well thank you guys for your time. I have literally only just started playing an HR for a little fun and I know some other classes have chimed in on the GF thread and I was just kinda wanting to get a feel/taste for this one and see what was really going on. So thanks guys for the replies, and again, I was in no way trying to QQ, I promise. I love your class, I just don't want it to turn into the new TR who got nerfed into oblivion and has to stealth alllllll the time. So, again, thank you
Its already possible to have 2 thorn wards up on live and I wouldnt say-at all- that HR is overpowered. Rather it's in dire need of some upscaling, at least in pve.
If you played Archery on Preview, you probably wouldn't be requesting this.
Also, please don't keep nerfing classes for pvp reasons. The majority of people play pve and it's already next to impossible to find a group to places with anything other than CW or GWF. Pvp will never be in balance and alienating your pve players every patch is realy undeserving.
Says who? PvP is nearly all I play. GG PvP is always full. PvP nerfs are necessary for maintaining QOL on the PvP side of the game. If you want them to not do PvP nerfs, ask for abilities to be separated into PvE mode and PvP mode instead.
HR could live with a proper buff to make it a desired class in groups. It was going in the right direction with the initial patch before it got weakened again. Please find a way to decouple pvp balance issues from the pve gameplay.
Thanks
Archery is still pumping out fantastic damage. As long as it isn't nerfed further, it's gravy.
The actual level of dmg (or the initial 30+30 vs the actual 20+25 ) for archery in the preview is nothing new... is alot under the peak AoE dmg of initial mod 3 full archery.
Archery in live have 20% increase dmg from distance vs 20% fixed general increase dmg in preview
The old split shot pre 25% nerf give in mod 3 the same dmg of 25% increase dmg by prey in preview... and 1 vs 1 split shot is/was the main archery tool.
The initial archery in mod 3 was alot more powerfull in PvP of the actually archery in preview: healing cut in half and zero CC now (add also a series of more minor nerfs as in the archery caption in mod 3)... and dont was a game changer... neither in PvP or PvE.
Overall the initial mod 3 and mod 4 archery have about the same dmg output 1 vs 1 (in real lesser in mod 4... the CC powers permit use more aimed shot and compensate in positive the lower dmg... the old spit shot and preview split shot give the same dmg on single target with prey (45% increase dmg)... and alot more the mod 3 archery as AoE with the old split shot (20+25 = 45% increase dmg vs 20%).
Dont mention the higher survivability/fun in PvP 1 vs 1 with the CC powers and better healing.
Archery in mod 4 is a huge nerf... and the complete destruction of a funny class to play.
Also other classes/paths are heavy modified in mod 4, so the PvP balance is unclear now, but this mod 4 archery clearly remain no good in high end PvE... and in fact is worst that in live... and boring as hell.
HR Syncro - The Equalizer - PvP stats: 10000/4800 (kills/deaths)
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
I would like to see how the changes that are landing this week shake out before we make any more changes to the Combat HR. With the buffed piercing damage (which is unresistable bonus damage) and the easier to use cadence of Blade Hurricane it should be far easier to cause bursts of damage. Keep in mind that while Combat HR is a DPS build, it is a lower DPS than Archery because it has far more survivability options available.
As far as Blade Hurricane, this should make up a solid chunk of your damage, so I can absolutely see buffing it even more. The intended combat cadence is supposed to feel fluid, and without the CD it does feel much easier to weave Encounter -> Rapid Strike (or other at will). Remember that the Ranger is far more single target focused. Blade Hurricane will synergize best with Rapid Strike, Split Strike, and Clear the Ground which provide all of their damage in a single hit (which is what triggers Flurry).
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
FFS another nerf to the pve HR because players doing pvp are bawling their eyes out over TW. I'm getting sick and tired of these constant nerfs to the class due to pvp. How about fix the issue of being able to cast 4 TW's back-to-back ffs. Not rocket science is it? But no, just kick us in the crotch and nerf another ability recently buffed back into the ground. So what next, Split the Sky doing too much damage so we will only be able to have one up at any given time??? TW giving problems? Just kill the ******* HR! Problem, solved!!!
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Imagine these skills on a node? A trickstar rogue would stand no chance and the lightening procs when you attack anyone in the party. A hunter ranger could just rotate to a node and drop that skill and leave and the enemy would die like a fly.
Archery in mod 4 is a huge nerf... and the complete destruction of a funny class to play.
Also other classes/paths are heavy modified in mod 4, so the PvP balance is unclear now, but this mod 4 archery clearly remain no good in high end PvE... and in fact is worst that in live... and boring as hell.
If all you're doing is spamming Split Shot, you're doing it wrong. That's not a good way to describe or compare total DPS. Even if SS is 25% weaker, Prey, on top of everything else, gives all of your other abilities +30%. The other feats are pretty great, though.
Have you played Archery on Preview? Because I have. And the damage is incredible compared to Archery on Live.
Imagine these skills on a node? A trickstar rogue would stand no chance and the lightening procs when you attack anyone in the party. A hunter ranger could just rotate to a node and drop that skill and leave and the enemy would die like a fly.
Great videos on damage.
Now show actual fighting, because that spec should leave the HR with much weaker survivability.
Imagine these skills on a node? A trickstar rogue would stand no chance and the lightening procs when you attack anyone in the party. A hunter ranger could just rotate to a node and drop that skill and leave and the enemy would die like a fly.
Oh hello - it's the troll with the most appropriate name on the forums.
Posting more contrived derp videos in a desperate attempt to get uncalled for nerfs again? How about you just L2P instead?
Great videos on damage.
Now show actual fighting, because that spec should leave the HR with much weaker survivability.
ya we fought and it was hard for him to cast it as i would prone or stun him but when he casted it i was ****ed. I just wanted to record dmg bacause on 1 of the video he just stood there and wasnt even attacking me. I will heed your advice and record a fight.
come on, split the sky & rain of arrow & thorn ward....even the dracolich would have moved from that point.
what you posted is meaningless.
on a node man on a node. It is very meaning full. A perma stealth would get taken out of steath so fast or anyone trying to contest the node with a hr.
Oh hello - it's the troll with the most appropriate name on the forums.
Posting more contrived derp videos in a desperate attempt to get uncalled for nerfs again? How about you just L2P instead?
l2p? anyway i dont think you realize how strong this can get. fight a hr on node would be near impossible but if you cant see this, oh well. i will post a video with an actual fight
also the hrs told me they could still get wilds medicine
Wilds Medicine is a T3 feat on the Combat Tree. It's only available to Combat HR or a full Hybrid build. You'd have to miss out on the Capstone and T4 feats in the other tree. I haven't played with Hybrid options for Mod 4 yet but they've been popular since HR launched. At first glance you could make a pretty solid Hybrid build by going T3 in Combat and Archery. That would get you Wilds Medicine plus the Ranged DPS boost which would make for a pretty ferocious node holder - until a CW or Archer HR came along. Then you'd die.
hurrican blade should work this way: every tome you deflect an attack you reflect 4 times your weapon damage as piercing damage no internal cooldown involved.
Hellow, Cockatrice. Also, 4 times weapon damage is too much.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
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zhaofuoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 129Bounty Hunter
edited July 2014
Edit double post
0
zhaofuoMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 129Bounty Hunter
hurrican blade should work this way: every tome you deflect an attack you reflect 4 times your weapon damage as piercing damage no internal cooldown involved.
Then we rework the t2 about deflect rating in 10 per cent more crit and we are set. Archery has way too good feat to choose the t2 combat.a
Please read this is the best advice i gave ever
4x Weapon damage is almost 4k at best - HR WPN damage range is between 700 to 900 i think and multiply that by 4? with every reflect? and no ICD are you kidding me?
Anything other than master of combat is a improvement. Though combat tree is still lackluster. I think that with lower melee cooldowns we would be fine. It's just complicated because actual feat is T1, Archer hybrids would benefit too much of it...
And taking in account the "god HR skills are so OP" videos, split the sky have been there forever, never was a problem, but now everything seems to be one. I read another post where someone said that dodge is OP, ranged attacks are OP, jumping is OP. I think the feedback should be more constructive, and anyone can post, not just HRs, 'cause other classes will interact with us at every moment.
IMO, one way to improve the PVE rangers is to increase the efficiency of our buff powers, everyone loves buffs, hitting harder, living longer... it have to be considered.
Comments
Cause very scared to get replaced ofc
I approve of this message.
TW can already have a 100% uptime in M3, and a good CW can kill the HR and then stand on the node, laughing at their corpse.
A good CW won't stand in TW.
They already fixed the PvP set. Case closed.
HR's biggest damage ability can be avoided by not standing in the red circle. The other abilities are OKAY, nothing OP damage-wise other than Aimed Shot which is full of drawbacks that no other class has to deal with for their big hits. GWFs and TRs dish out vastly huger spike amounts. CWs deal far more damage on a consistent, second-by-second basis without having to rely on an immobile damage circle that can easily be avoided.
HRs have only one stun move and that no longer stuns in Mod4. TRs, GWFs and CWs all have vastly more "stun" type moves.
Insane HR healing was based on the PvP set bug, which has been fixed. Wilds Medicine is a much poorer cousin and can't be taken simultaneously with the biggest damage feats for HRs in Mod4.
Case closed.
This is coming from a Guardian stand-point who at no point since their release has had a shot against HR's. You are tankier, deal more range damage than I do melee, and deal WAY more damage melee than I deal melee, while also being able to heal more.
So I was curious if your opinion is that we are just a bad class? We need buffed up to your level of tanky/DPS/Healing level? Or you guys need brought down a few notches?
TW was already nerfed to only 1 at a time. GFs can shield most of the damage, GWFs just have to eat it or not be 1v1ing an HR on a node. If the HR isn't built high-tank (in which case their damage suffers), then the GWF can outpunch them anyway - depending on gear and dodge skill on the HR's part. GWF and HR are pretty 50-50 atm on Live, assuming even gear and skill. GWFs can just get a lot further with a modest amount of skill than HRs can, so GWFs look much prettier than HRs in most battles.
GFs have always been terrible. I've met tankier GFs than my HR, and I've been single-hit for 1/3 of my HP by a GF before; these are not the status quo for facing GFs, though. A GF will still pale in comparison to what HRs can currently pull off. However, what the GF is best at in PvP, from an HR standpoint, is locking down my HR. With your CC, I'm either 100% focused on kiting you, or getting face-planted repeatedly by you, which makes it easy for anyone else on your team to take me out. Of course, skill and gear affect that.
HRs have had their PvP set bug fixed, which is the huge notch down for their place in PvP on Live. GFs still need significant buffs in PvP and will continue to need significant buffs in PvP until it actually happens.
That said, if you have some good PvP gear, I'd be happy to face off with you in IWD on the Preview shard and see how well we fare against each other with the changes.
I am normally a man of patience but you guys are getting tiresome to the extream .......
I hope i only have to adress you once with this Freshour and that you actually use what you have inside your forehead in future.
Same thread page before crush says the nerf TW so only 1 can be up at a time (how about actually READ something before you even write, I will give you further example of your lack if reading before you write)
Tankier no - heal more yes, so when they nerf the healing with about 75% ( i will explain how as you obvisouly dont read yourself by 1 putting healing depress on it 2 nerf meele feat removing 10% deflection 3 Removing 20% extra healing from pathfinders feat 4 preventing it from procs due to dotts and other stuff that isent pure hits) that tankiness is gone.
We are a striker class if we dident do more dam then gf tell me why on earth would you even have a hr class ?
Now they removed the 15% extra dam feat from meele also and overall nerfed the dam from meele stance and the removed the 3 stuns from constriced arrow and replaced it with 1 sec root that you dont even notice more then a short lagg.
Several other changes are on its way and they are adjusting it from patch to patch so we have no clue what the end result will be but right now you wont see many HRs in pvp as we dont really have a place there as it stands.
Finally this is a HR PREVIEW THREAD FOR CHANGES IN THE HR CLASS so what ARE YOU DOING HERE....
If you want to qq and show your total ignorance plz use all the threads below the this like the rest of the never ending OMG THEY HEAL SO MUCH I HAVENT READ THE CHANGES SO I CONTINUE TO QQ ABOUT IT EVEN IF ITS OLD NEWS...
Can this be the end of this before we see the final chapter when they launch moduel 4 mkay .........jeeeeeeeeeeeeeez
No. There's just going to be a shift in playstyle and builds, given these changes. And hopefully there will be some more tweaks.
But HRs will still have a place, if the current stuff holds true.
You're not really helping, bro. I understand your frustration at people not reading, but that won't stop happening anytime soon.
- Well it seems like somebody is a little bit of an angry elf lol. I really am sorry and admit I did not read the entire thread, I was just reading the last post and I wanted to see what you guys thought. I did not know the thornward strategy of having numerous ones up was nerfed and I apologize.
- I gave up QQ'ing the day I started my GF 1 week into open beta lol.
- I understand you are meant to do more damage, I'm not 100% sure where you thought I said you shouldn't.
- You are more tanky as you get higher deflect, and much higher health regen, despite nerfs all around.
I simply was trying to inquire what HR's thought about our class in comparison to yours as a good HR vs the BEST GF in the world still wins 99/100 times because he fell asleep that 1 time and went afk for 15 minutes and got DC'd, the GF still didn't kill him lol.
HR Stormwarden Trapper / Stormwarden Combat
GWF Swordmaster Destroyer
CW Master of Flame Thaumaturge / Spellstorm Oppressor
TR Master Infiltrator Executioner
SW Soulbinder Fury
This is all before the changes so its pointless to even comment of it even more so writing about it on a feedback thread about CHANGES FOR THE HR CLASS.
I have a gf also and it was my first main just after beta but this is a feedback thread for HR changes on preview not what do you think of gf thread.
That being said i have pointed out on several other threads that i think gf should be buffed and buffed ALOT as they have been suffering for a long time and deserve to have their place in the sun after all gwf cw domination, but thats for another thread.
Well thank you guys for your time. I have literally only just started playing an HR for a little fun and I know some other classes have chimed in on the GF thread and I was just kinda wanting to get a feel/taste for this one and see what was really going on. So thanks guys for the replies, and again, I was in no way trying to QQ, I promise. I love your class, I just don't want it to turn into the new TR who got nerfed into oblivion and has to stealth alllllll the time. So, again, thank you
If you played Archery on Preview, you probably wouldn't be requesting this.
Says who? PvP is nearly all I play. GG PvP is always full. PvP nerfs are necessary for maintaining QOL on the PvP side of the game. If you want them to not do PvP nerfs, ask for abilities to be separated into PvE mode and PvP mode instead.
Archery is still pumping out fantastic damage. As long as it isn't nerfed further, it's gravy.
Archery in live have 20% increase dmg from distance vs 20% fixed general increase dmg in preview
The old split shot pre 25% nerf give in mod 3 the same dmg of 25% increase dmg by prey in preview... and 1 vs 1 split shot is/was the main archery tool.
The initial archery in mod 3 was alot more powerfull in PvP of the actually archery in preview: healing cut in half and zero CC now (add also a series of more minor nerfs as in the archery caption in mod 3)... and dont was a game changer... neither in PvP or PvE.
Overall the initial mod 3 and mod 4 archery have about the same dmg output 1 vs 1 (in real lesser in mod 4... the CC powers permit use more aimed shot and compensate in positive the lower dmg... the old spit shot and preview split shot give the same dmg on single target with prey (45% increase dmg)... and alot more the mod 3 archery as AoE with the old split shot (20+25 = 45% increase dmg vs 20%).
Dont mention the higher survivability/fun in PvP 1 vs 1 with the CC powers and better healing.
Archery in mod 4 is a huge nerf... and the complete destruction of a funny class to play.
Also other classes/paths are heavy modified in mod 4, so the PvP balance is unclear now, but this mod 4 archery clearly remain no good in high end PvE... and in fact is worst that in live... and boring as hell.
FFS another nerf to the pve HR because players doing pvp are bawling their eyes out over TW. I'm getting sick and tired of these constant nerfs to the class due to pvp. How about fix the issue of being able to cast 4 TW's back-to-back ffs. Not rocket science is it? But no, just kick us in the crotch and nerf another ability recently buffed back into the ground. So what next, Split the Sky doing too much damage so we will only be able to have one up at any given time??? TW giving problems? Just kill the ******* HR! Problem, solved!!!
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FEEDBACK
https://www.youtube.com/watch?v=ZFK863l0CTA&feature=gp-n-y&google_comment_id=z12pgrjxaujnydemh22vz53hdyzgzbt0d
https://www.youtube.com/watch?v=ITpkHlNGTZ4
https://www.youtube.com/watch?v=6ys7asKxvZ0
Imagine these skills on a node? A trickstar rogue would stand no chance and the lightening procs when you attack anyone in the party. A hunter ranger could just rotate to a node and drop that skill and leave and the enemy would die like a fly.
If all you're doing is spamming Split Shot, you're doing it wrong. That's not a good way to describe or compare total DPS. Even if SS is 25% weaker, Prey, on top of everything else, gives all of your other abilities +30%. The other feats are pretty great, though.
Have you played Archery on Preview? Because I have. And the damage is incredible compared to Archery on Live.
So not really sure what you're talking about.
Great videos on damage.
Now show actual fighting, because that spec should leave the HR with much weaker survivability.
Posting more contrived derp videos in a desperate attempt to get uncalled for nerfs again? How about you just L2P instead?
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
what you posted is meaningless.
l2p? anyway i dont think you realize how strong this can get. fight a hr on node would be near impossible but if you cant see this, oh well. i will post a video with an actual fight
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Hellow, Cockatrice. Also, 4 times weapon damage is too much.
4x Weapon damage is almost 4k at best - HR WPN damage range is between 700 to 900 i think and multiply that by 4? with every reflect? and no ICD are you kidding me?
And taking in account the "god HR skills are so OP" videos, split the sky have been there forever, never was a problem, but now everything seems to be one. I read another post where someone said that dodge is OP, ranged attacks are OP, jumping is OP. I think the feedback should be more constructive, and anyone can post, not just HRs, 'cause other classes will interact with us at every moment.
IMO, one way to improve the PVE rangers is to increase the efficiency of our buff powers, everyone loves buffs, hitting harder, living longer... it have to be considered.