Feedback:User/Edmundgames/Build Mobility Damage Summary of Observation

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Decided to feedback after observation for the many Beta Weekend Events that I have participate in.


Arenanet has done a fantastic job with Guild Wars 2 and I heard that it is made up of a Company of staff that are actively looking at feedbacks and

even has a dedicated team looking at online suggestions through its proper channels.


But the main factor why I finally decided to compile all my thoughts in one suggestion post is because of this article (Is it Fun? by Colin Johanson)

Honestly at this moment, for those who are going for Long Bow as a primary weapon, it just isn't fun.


Let me list out some problems I felt from my observations before I list out the suggestions.

It'll take some time but I appreciate your reading.


Problems:


(This is not a complain/whine, its more of me breaking down the problem one by one and coming up with suggestions to it)


Realistically speaking there are almost zero builds which are centered around the Long Bow as the primary weapon because its attribute is just too plain.

Usual builds you see that has long bow involved are actually Great Sword with Long bow whereby great sword is the Primary weapon and in those videos

showcasing the overpowered builds, it is mostly the great sword in action. Those players hardly even use the Long Bow at all.


So when Arenanet "nerfed" the Long Bow damage, I just had this feeling that they took out the wrong guy based on quick assumptions.

(No offense but just my honest constructive feedback here with suggestions below.)

To me, it should have been the Great Sword that was take care of and why? Because of the way perhaps I associate the ranger and its weapon of Symbol - Long Bow.

(I fully understand that Arenanet wants professions to have multiple weapon choice, but to have the weapon more powerful than the profession's primary identity just seems off to me) Logical?


Thus I see 3 areas in my honest opinion which can be look into to reverse the current outcry in Ranger Community forums online.


2 Logical ones on the first 2 suggestions which I feel has the highest chance of implementation and the 3rd which is more towards whether Arenanet believed in their own gamer instincts.


My Suggestions:


1. Signet of Hunt (logical)


Ranger is a profession that is associated with swift actions of mobility. Increase speed from 10% to about 20%-25% instead.

Make it a more noticeable utility skill so it has significant "weightages" when it comes to character building. Making it a

harder choice to give up this trait or to have it. Its a challenge which is fun to have. Not only does it further diversifies

the build options, it would also fulfill the common association with ranger's ability to move swiftly. A simple increment that

doesn't really harm the game but would therefore improve the fun factor.


2. Switch/Enhance Long Bow Skills condition properties. (logical)


Firstly, edit the first Skill (Long Range Shot) and attribute it with Vulnerability. (Very logical first skill to use in any circumstances)

Secondly, edit the third Skill (Hunter's Shot) and attribute it with Bleeding. (Further diversifies the build content of the ranger. Players

that are mainly forced to play Short bow now has another option)


Rational: The Short bow can still have lots of condition damage skills if that is its purpose. But don't force players who like a little bit of

condition damage to be stuck with Short Bow. One skill in Long Bow with bleeding does not harm anything in terms of upsetting Short Bow's

purpose right? To have one skill that "realistically see blood(bleeding)" for arrows that is shot from a skill called Hunter's Shot sounds

everything right for a ranger's pride. This change would make Long Bow skills less plain as it seems to be now and will definitely be more fun.


3. Improve Long Bow's Overall Damage Output (Do you believe in your own gamer instincts, Arenanet?)


I am not saying to bring back the original high output, though it would be for the better. If we can't kill monsters with high output damage

from range, it would defeat the purpose of having a Long Bow.Logical right?

I am a hardcore "archer/ranger" player. My first MMORPG and till today, I am always playing this profession. When I first tried the Ranger's

damage before the so call "nerf" took place, I was actually quite happy that finally a game that dishes out decent and yet not over powering damage.

It had just the right taste in my opinion. Arenanet staff are gamers themselves right? So they should be able to understand their instinct on why they

set that original high output was a factor due to their past experience. It was a right move but swayed by feedback.

Hope Arenanet doesn't fall into that trap that brought the downfalls of many "used to be popular" MMORPG. Those games were great at first because they

knew and trust what they themselves came up with. But overclouded with feedback at times just sways one in the wrong direction.


Just trying to contribute for the better of the game in my own way through proper feedback channel.

Hope it will be read and consider even though no suggestion is perfect, at least it will make it more fun which I believe is truly a winning formula if it is followed through.