ArenaNet talk:Skill feedback/Ranger/Power Shot
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I don't even understand why these skills were nerfed. in NO way were they over powered. There were so many ways to defeat them, hell even touch rangers were/are more powerful than this build. Ps, blind, block, just about any anti attack skill owned any ranger using the marksman's wager/prep shot build to spam this. --Lou-Saydus 22:41, 20 March 2008 (UTC)
- /agree. They were only nerfed because people start QQing, as soon as warriors aren't the only ones with ridiculous high dps... Especially "Power Shot" needs the buffed stats or an energy and recharge decreasement! A. von Rin 16:53, 24 March 2008 (UTC)
- Sorry but when rangers can pull dps with bows as high as melee there is a problem. Melee becomes completely obsolete and balance is broken. The prep shot build is still too powerful if anything it needs another change to reduce dps more, simply adding a conjure restores most of the lost damage. The Sins We Die By 17:14, 28 March 2008 (UTC)
- Sins, I'm gonna disagree here. Melee has KD's on demand. Melee has much greater spike capability via DW. A ranger fully dedicating him/herself to DPS'ing via Attack Skills cannot interrupt ans reliably as, say, an utility ranger with cripshot. The only advantage a machine gunner gets over a melee is range - and that's it. Paragons, comparably, do similar DPS, but also do party support. A DPS'ing ranger can't do that. Personally, I think it was not broken - just a new element HA could not cope with. -- nuke7 File:Nuclear7 sig image2.jpg 00:32, 15 April 2008 (UTC)
- It had range allowing players using it to instantly target change ignoring prot being cast on a party, while maintaining dps and wasting a monks energy. It was a problem, but it was changed and that deterred people from using it. ~>Sins WDB 12:28 15 April 2008 (UTC)
- Meh... No. Instantly swapping targets is not that big a deal. Melee can swap targets, too, although it just wastes time. But a decent warrior has Bulls, Shock, Stonefist, On demand DW, IAS and powerful spikes. I just don't see how machine gunners were a problem. Oh, and they didn't benefit from autocrits and quarterbreaking, also they were hindered by obstacles, too. A melee dpser doesn't have that problem. The nerfs only killed a simple, mediocre build that made bad players at HA QQ. -- nuke7 File:Nuclear7 sig image2.jpg 18:39, 15 April 2008 (UTC)
- You do understand that proting and healing a single target makes life easy on monks if that's all they have to do. Melee get's snared and kited and they can't target switch effectively. That machine-gun build required you to look for PS, block, and diversion. Otherwise you fired away and didnt worry about snares or kiting b/c your pulling similar dps to a warrior from a range. You target swap on prot and stress the monks until they can't keep their energy up and either retreat or start falling. It was far more than mediocre, it's not as amazing now thank goodness. ~>Sins WDB 19:35, 15 April 2008 (UTC)
- Or you actually positioned yourself so that gunner could only hit your frontline. A gunner will never be as good as a warrior, SWDB. I think we can all agree on that. A little, non overpowered ranger dps really is no big deal, hell, I myself think warriors had their reign for long enough already (Don't quote me on that, I'll deny it :P). -- nuke7 File:Nuclear7 sig image2.jpg 10:28, 16 April 2008 (UTC)
- Dervishes are seeing use here and there over the warrior. But positioning doesnt matter when you have 4+ rangers shooting away always inflicting damage to someone in the opposing party unless your sending a single warrior out into no mans land. Warriors won't get dethroned for the current balanced team unless some other melee is OP. If your looking to use the sin or dervish for melee then redo how you run a balanced team, the sin can already do more damage than the warrior in 3 hits while still inflicting DW and we all know how insanely powerful scythes can be if you want to run a dervish. However, ranged damage can't ever be as effective as melee unless you want melee dead. ~>Sins WDB 12:30, 16 April 2008 (UTC)
- First off, this: Warriors won't get dethroned for the current balanced team Contradicts this: Melee becomes completely obsolete and balance is broken. In my book, warriors are the only melee there is. Period. The problem with dervishes is whole different one, and I don't feel like bringing that up right now. Furthermore, you wrote:the sin can already do more damage than the warrior in 3 hits. I assume you are talking about spike builds? Because there is no conceivable way a warrior can be out DPS'ed by a sin, unless that sin is a MB/DB sin, at which case it won't have the powerful utility warriors have. Also, this really puzzles me: However, ranged damage can't ever be as effective as melee unless you want melee dead. Ranged damage never was effective as melee, I've explained that a few posts above. Finally, this is completely untrue: But positioning doesnt matter when you have 4+ rangers shooting away always inflicting damage to someone in the opposing party unless your sending a single warrior out into no mans land. Wow, we are talking about a team with 4 ranged warriors - all with no utility! Aegis, Defensive Anthem, Guardian all says hai2u. It's not as broken as SF spike, where the only means of defense was Prot Sprit and SB, and, unlike SF, machine gunners don't have damage over time via burning or aoe like rodgorts. -- nuke7 File:Nuclear7 sig image2.jpg 14:18, 16 April 2008 (UTC)
- I would also like to point out that if you are too lazy to put up blocking skills to counter range spike, just hide behind obstacles. Ranger's don't have the luxury of simply using a run buff and hammering the spacebar.
- The 3 sin skills I'm talking about are unsuspecting strike, golden fang strike, and Critical Strike. I'm not sure why you can't see that this was broken. Even with the basic defenses you proposed mirror of disenchantment and precision shot broke blocks. Also there was no need for utility beyond a mesmer b/c snares are not necessary with range and lightning reflexes was in the build fulfilling two purposes. That's why it was a problem, it didn't need utility and it easily bypassed prot. ~>Sins WDB 15:10, 16 April 2008 (UTC)
- Oh, okay, by using 3 skills, all of which are spammed and thus are vulnerable to interrupts, a sin outdamages a warrior. And no, I still can't see the problem: Precision shot broke blocks? Lol wut? Its just one hit. You still get millions of others. Even mirror of disenchantment isn't sufficient to crack an aegis web: monk will just cover aegis, and with the lack of a decent midline, I STILL fail to see how you can fall prey to gunners. Oh, and if it ever was a problem, defensive anthem = GG? Oh, and keep in mind this was when "Shields Up" was the way it was. Okay, let's put it this way: you got an 8 man team. 4 of them will be gunners. Let's assume good faith and think that one of those will run relics and sacrifice your damage. Sooo.. that gives uss.. a 2 man midline and 2 man backline. I can't think of a more fragile setup, tbh. Also, machine gunning damage has no utility, no interrupts, no KDs, no DW, no conditions, no nothing - Just damage that "always hits" (still a bit iffy, there). Eh, just heal through it? Patient sprit, signet of devotion, RoF, all cheap heals. There is no spike to be afraid of, no deathly pressure, just dps. Tbh SF spike, Rt Spike, Shitway, hell, even IWAY was worse than this. Get your frontline to bang up their weak backline, shock, and get your non-crappy midline to hex/blind/block them. -- nuke7 File:Nuclear7 sig image2.jpg 17:12, 16 April 2008 (UTC)
- I just read the aprt where you said 4+ rangers. uh-huh. So... your midline is a single mesmer? -- nuke7 File:Nuclear7 sig image2.jpg 17:13, 16 April 2008 (UTC)
- Oh, okay, by using 3 skills, all of which are spammed and thus are vulnerable to interrupts, a sin outdamages a warrior. And no, I still can't see the problem: Precision shot broke blocks? Lol wut? Its just one hit. You still get millions of others. Even mirror of disenchantment isn't sufficient to crack an aegis web: monk will just cover aegis, and with the lack of a decent midline, I STILL fail to see how you can fall prey to gunners. Oh, and if it ever was a problem, defensive anthem = GG? Oh, and keep in mind this was when "Shields Up" was the way it was. Okay, let's put it this way: you got an 8 man team. 4 of them will be gunners. Let's assume good faith and think that one of those will run relics and sacrifice your damage. Sooo.. that gives uss.. a 2 man midline and 2 man backline. I can't think of a more fragile setup, tbh. Also, machine gunning damage has no utility, no interrupts, no KDs, no DW, no conditions, no nothing - Just damage that "always hits" (still a bit iffy, there). Eh, just heal through it? Patient sprit, signet of devotion, RoF, all cheap heals. There is no spike to be afraid of, no deathly pressure, just dps. Tbh SF spike, Rt Spike, Shitway, hell, even IWAY was worse than this. Get your frontline to bang up their weak backline, shock, and get your non-crappy midline to hex/blind/block them. -- nuke7 File:Nuclear7 sig image2.jpg 17:12, 16 April 2008 (UTC)
- Rip all you want into what flaws you see, it was way too effective. Why do you think it got nerfed and nerfed fast when it showed up in GvG. As for those 3 sin skills, you don't spam them. They do more than an evis spike in max potential and is reliably higher in damge. If you wanted a damage spam sin though you could take golden fox, wild, DB, and flourish and not even worry about interrupts/diversion/d-shot, not that the sin has anything to do with powershot at all lol.~>Sins WDB 18:13, 16 April 2008 (UTC)
- We did drift off topic, no? Well, Two more things and then we can continue this at another talkpage: 1) You brought sins up. 2) It as nerfed cause HA players began to QQ. As for Power shot, I think we can all agree that it is not the problem here? -- nuke7 File:Nuclear7 sig image2.jpg 18:28, 16 April 2008 (UTC)
- Nah powershot is good we should move over to hunter's shot though = P that's only 5 energy lol.~>Sins WDB 18:40, 16 April 2008 (UTC)
- Dude.. Even screaming shot is better. Needs a sad buff. -- nuke7 File:Nuclear7 sig image2.jpg 19:11, 16 April 2008 (UTC)
- Sorry but when rangers can pull dps with bows as high as melee there is a problem. Melee becomes completely obsolete and balance is broken. The prep shot build is still too powerful if anything it needs another change to reduce dps more, simply adding a conjure restores most of the lost damage. The Sins We Die By 17:14, 28 March 2008 (UTC)
This skill is overpowerd and does not need a buff. i won 3 random arenas matches with it in the skill bar. nubs.Oni 19:35, 30 April 2008 (UTC)
- Just like splinter shot is overpowered right?
(Reset indent) /agree,oni, you do relize that the Ascalon Arena is only a random arena in the sense of technicality, right?--Raph Talky 21:10, 30 April 2008 (UTC)
- lol, if anyone seriously thinks that powershot is any good now, they are n00bs. Even flare spammers do more dps than power shot. Anyway, a 4 Ranger team cant do anything. If they target a backliner, has anyone ever heard of dodging attacks??? Arrows usually move prety slowly and all you have to do is run forward then backward repeatedly and you dodge like 50% of all the attacks. Thats why ranged dps cant beat melee, because you'd have to cripple them to do any decent damage from afar, and theres a thing called condition removal... At least warriors can KD and unleash a spike, all rangers can do is cripple.Crimmastermind 18:42, 15 August 2008 (UTC)
- Agreed, power shot has one of the lowest energy*recharge to DPS ratios. Terrible for a supposed "baseline" skill.
- Agreed. I only use power shot in PvP because there's nothing else left for people without the last 2 chapters.
- Yeah, thats the stupid thing. Power Shot was good when it was prophecies only. With factions, it was decent. Then Nightfall simply killed it with insane dps spears (paragon dps without skills is basically the same as ranger dps with apply poison and an IAS) and overpowered scythes. So they decided to "buff" power shot and other prophecies skills, but when they slightly overbuffed those skills to rangers suddenly could do the same damage as paragons, people began QQing and thus prophecies went back to shit, and is probably worse than it was before those buffs. Even a revert to like the beginning of time would make these skills actually okay.Crimmastermind 07:13, 17 October 2008 (UTC)
- Crimmastermind hit the nail right on the head. I have been telling people for months that the Nightfall/EotN skills and classes are overpowered. Anet does this so that you HAVE to have those chapters or you are not competitive in PvP or PvE. Guess what? Nightfall and EotN are the most expensive chapters. If you're new to Build Wars, you spend more if you want to be competitive(last time I checked, the first chapter is $20, Factions = $30, Nightfall = EotN = $40.) If you got Build Wars earlier, you either had to keep paying or lose your competitive edge as now skill < how much money you pay for skills and chapters. Rangers were perfectly balanced at the initial release of Build Wars. However they are crap now: Almost ALL non-elite bow attacks are 10 energy without the last 2 chapters, and they keep getting nerfed. Bows do only 1 more damage than a spear, are 2 handed, and attack more slowly. How is that balanced?
- "How is that balanced?" --- These Things~>Sins WDB 03:51, 19 October 2008 (UTC)
- Also this. --216.241.108.106 03:54, 19 October 2008 (UTC)
- Oh yeah and dont forget~>Sins WDB 04:19, 19 October 2008 (UTC)
- Having 3 really good skills and 15 lousy skills doesn't mean something is balanced.
- Oh yeah and dont forget~>Sins WDB 04:19, 19 October 2008 (UTC)
- Also this. --216.241.108.106 03:54, 19 October 2008 (UTC)
- "How is that balanced?" --- These Things~>Sins WDB 03:51, 19 October 2008 (UTC)
- Crimmastermind hit the nail right on the head. I have been telling people for months that the Nightfall/EotN skills and classes are overpowered. Anet does this so that you HAVE to have those chapters or you are not competitive in PvP or PvE. Guess what? Nightfall and EotN are the most expensive chapters. If you're new to Build Wars, you spend more if you want to be competitive(last time I checked, the first chapter is $20, Factions = $30, Nightfall = EotN = $40.) If you got Build Wars earlier, you either had to keep paying or lose your competitive edge as now skill < how much money you pay for skills and chapters. Rangers were perfectly balanced at the initial release of Build Wars. However they are crap now: Almost ALL non-elite bow attacks are 10 energy without the last 2 chapters, and they keep getting nerfed. Bows do only 1 more damage than a spear, are 2 handed, and attack more slowly. How is that balanced?
- Yeah, thats the stupid thing. Power Shot was good when it was prophecies only. With factions, it was decent. Then Nightfall simply killed it with insane dps spears (paragon dps without skills is basically the same as ranger dps with apply poison and an IAS) and overpowered scythes. So they decided to "buff" power shot and other prophecies skills, but when they slightly overbuffed those skills to rangers suddenly could do the same damage as paragons, people began QQing and thus prophecies went back to shit, and is probably worse than it was before those buffs. Even a revert to like the beginning of time would make these skills actually okay.Crimmastermind 07:13, 17 October 2008 (UTC)
- Agreed. I only use power shot in PvP because there's nothing else left for people without the last 2 chapters.
- Agreed, power shot has one of the lowest energy*recharge to DPS ratios. Terrible for a supposed "baseline" skill.
@Crimmastermind's issue: They don't balance skills based on pre-Searing. 76.89.94.179 23:06, 19 October 2008 (UTC)
- Yeah, but it also used to be useful until kryta, but now it is a waste of a skill slot. As for not balancing skills for pre-searing, well, right now it isn't balanced for anything, so you might as well balance it for something, even if it is the lowest form of anything (think of Gaile QQing over the fact her perma-pre has no useful skills).Crimmastermind 08:11, 30 December 2008 (UTC)
- Doesn't take a genius to figure out the solution. It got nerfed due to the stupid activation time buff which encouraged range spike. Increase damage, decrease energy, remove quick activation, fixed.
Done25
Well? Done25 00:45, 1 January 2009 (UTC)
Explanation to my suggestion -- Stomatium 19:18, 24 January 2009 (UTC)
I thought that one of a Ranger's main goal is to pressure a target (and keep it under) by dealing it physical damage and spreading conditions. The current version of Power Shot is just a joke of bad taste and far away from the original aim of a ranger's being. So :
- I suggest to introduce cracked armor to ranger's arsenal because :
- this would give Power Shot a new life and an interest
- this would give a new option to rangers by applying a new condition instead of only focusing on the quantity of damage made.
- this would upgrade a bit cracked armor, a condition poorly met in the game (only ten skills or so among more than a thousand).
- this would synergize with Body Shot and Piercing Trap, two skills which need this condition to be efficient.
- this would give the possibility to a ranger to use the above skills, currently unpopular because rangers can't inflict cracked armor to trigger them.
- I also think that the damage must be improoved because at the moment, power shot is just as powerful as a minipet in battle :
- this would reflect a bit better the power of this attack.
- too much of added damage would led to abusive builds and complaining other players. Hence my low proposal.
- too much damage would just turn this skill to a third duplicate of the pew-pew skills Penetrating Attack and Sundering Attack.
- pre-Searing rangers may enjoy to have a bit more useful bow attack.
- About the skill parameters :
- 10 kept to symbolize the power needed to execute this attack and to avoid excessive spamming of it.
- 6 to allow the ranger to spread it on several foes. (it is the ranger's job).
- the duration of the cracked armor condition on a target, called n in my suggestion, is more difficult to estimate. Nearly all skills that inflict cracked armor have a variable duration from 5...15...17 seconds. This sounds a bit too strong to me when considering the recharge of this skill. Perhaps a fixed duration may be better ? n = 6 seconds ?