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Tinieblas82 karma

Just hoping one of these will be interesting to you.

1)The GW2 iteration of the Ranger no longer establishes itself as THE bow user and loses the signature sturdiness/evasion that defined it in the previous installment, said traits now being more present in the warrior and thief respectively. As such, how do you seek to distinguish the Ranger from the thief or warrior in terms of gameplay and style? Is it meant to be a hybrid of the warrior and thief agility and sturdiness? How does it deliver its damage, control, and group support compared to the other martial counterparts?

a)Players are concerned that part of having a pet means sharing damage with it, bringing issues of pet uptime on targets and feeling forced in taking Heal as One and Comfort animal lest your damage suffer significantly from a zerged pet. Other concerns involve the tying of important utility to a pet which may require melee range to fire off utility that can be ranged on another class.

b)Spirits and traps were very limited in use in GW1. They felt often-times impractical and easy to trivialized by enemy players. What approaches do you have in mind to encourage Rangers to consider traps/spirits over the more reliable, player centered self-buff like Lightning Reflexes and passive signets?

2)How does the Necromancer coexist with the mesmer? In GW1 they often were a thorn in each’s side due to the overlapping of hexes and “debuffer, over time wear” type of role they served. Is the mesmer more frontloaded and control oriented now, while the necromancer is less of a spike damage class with condition flow control in combat?

a)Could you elaborate on blood sacrifice skills? There seemed to be traits related to them, but so far very few skills emulated the GW1 Blood Necro’s option for necromancers to be more frontloaded and vampiric via health sacrifice.

3)What keeps the elementalist from sitting on fire attunement and using the rest of the elements as niche elements? If fire maintains a noticeable offensive edge, and damage is always beneficial in combat whether healing and blinds/cripples are not always necessary and mostly situational – what incentive is offered for people to trait for say, a water attunement specialized elementalist when healing is situationally necessary and people want to maximize the tasks with most uptime?

Tinieblas5 karma

I'm so glad to hear they were satisfactory! I'm going to keep this for posterity so fellow people know the very dashing team graced me with such a sweet response ;D

<3