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All Posts by Sive0n

All Posts by Sive0n

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27 posts found
Originally posted by Sinaku

Have you even played AA? Like 25 of my levels have come from farming or fishing or crafting so you can avoid pvp all together. I get killed a lot but there is literally no death penalty. Group up with people, 2 lvl 30s can kill a level 50 so I just dont really understand your argument. Honestly you hype gear and buffs way up and say you have never seen that in another game? What MMOs have you played? Complaining about gear sets, food buffs, and potion buffs? Like that is literally in every MMO out there dude.

I can not agree with anything you said!

There is a timer penalty which increases up to 3 min look at the screen before you can spawn, plus you lose points if it's in war time.

2 players lvl 30 can't always kill a level 50, unless he is a bad player with a non-pvp class/combo. You can just CC one player 1-2shot the other then kill the CC guy.

In other games buffs are gained from classes not the items them selves, here you actually get more buffs from items than your own class skills.

Buffs aren't a problem per say... its when their affect makes such a difference that they became mandatory, that it becomes an issue. Buffs from consumables in AA are better than the class skill buffs, its ridiculous... its clearly an Asian way to force players to grind and subscribe.

 

 

Well I said what my opinions are each one is free to have their own and agree or not with mine. I can only advise others to play on Russian server before committing to a pre-order of the NA/EU version.

Regarding the PvP with a fishing rod video

I guess the fact that he had  8.2k HP(2.2k hp more than the attacker) and still has able to 3 shot him didn't come from gear...

 

"SKILL"

This is one of those games where you have a specific rotation usually around 3-5 buttons, specially when you do combos if you use skill "3" after skill "2", you can pretty much macro them if you want and still be relatively effective thats why there are so many bots in this game (yes, real bots farming 24/7).

Movement is almost irrelevant unless you focus on shadowplay (where 2 skills have bonus is you are behind your target) due to the nature of tab targeting, so you can run like a headless chicken or jumping around makes no difference, in fact you might as well enable "auto move to cast range" and just use the skills and let the computer move for you, even if the target is out of range by the time you end casting you will still hit them(really...).

Taking into account the last 2 paragraphs, saying that this game is 20% skill is not a bad assumption, sure it may be 30% but its still a pretty low number.

 

Death Penalty

About the death penalty, you respawn timer is increased (by 30 sec or so) every time you die, on particular time I had to wait 170-180 sec(3 min) every time a dude 2 shot me... how fun.

 

Open world

About the open world, contrary to other MMORPGs where the areas up to max level serve no purpose but to level(with the occasional dungeon), in AA there are reasons for high levels to roam around lower level areas(treasure hunting, trade-runs, etc) which means senseless ganking will occur.

If you make a game where high and low levels share content you need to make it so the difference in power isn't that monumentally huge, so it doesn't hinder either of the players ability to enjoy the game. This can be done by (two examples):

  • Horizontal progression: leveling gives you more options but not necessarily more power.
    • Ex: In Planetside 2 a level 1 can kill a level 100 with 7 shots just like, the difference comes in utilities and player experience, the power difference is minimal.
  • Evening the fields: either boosting/lowering the player temporarily to match the area/opponent.
    • Ex: in Guild Wars 2 when you enter the RvR area you are boosted to max level, even though you are probably still in a disadvantage, its not as great.
Archeage however uses vertical progression so its like playing in a Battleground where no brackets exist.
 
I loved the concept of what the game, the risk and reward of having a valuable cargo that you need to protect, the pirates that want to steal from them, everything seems amazing.... but in practice it was not well executed.
 
 
F2P?
 
The reason why I mention that the game is F2P is because its being labeled as such by their own marketing and pretty much most of the players base.
 
 
Labor Points
 
About the labor points, free accounts can't gain them off line because nothing is stopping you from making several of them, however having such a huge disparity between free and non-free is not acceptable. Considering that paying accounts can have a house and a farm is already a huge benefit, because it significantly lowers the cost of getting everything in the game by making/trading your own materials.
 
Here's a little math regarding the Labor points(using 30 day months for simplicity):
  • A subscription account gains 5 LP per 5 min, either online or offline, that's 43200 LP in 30 days
  • A free account (in Russian server) gains 1 LP per 5 min only while online, that's 96 LP a day (assuming  8h a day... it's a lot) which give 2880 LP per 30 days.
That means it would take over 15 months to get the same amount of LP as a playing account gains in 1 month.
Even if you double or triple this, its still unacceptable.
 
The best case here would be for both free and payed accounts to gain the same 6 LP while online, but give the payed accounts 2-3 LP while offline. This way the disparity would roughly be of 33-50% bonus in addiction to the ability to have their own farm, which seems pretty reasonable to me.
 
 
People like to compare this game to Eve... but unfortunately while the concept seems similar it's no where the same.

First of all keep in mind that I am a PvP player by nature.

I've been playing on the russian servers and being ganked its just too common, not that there is anything wrong with being attacked while questing or what ever you where doing, but when you have no chance to fight back... that is just wrong.

The game concept runs around having an open world where you can do things(such as trade runs, treasure hunting, etc) but there is always a risk to encounter PvP.

However ArcheAge is so item centric it ruins it self. The developers(and fans) try to tell you that you can do what ever you want before you reach max level and that you can avoid PvP... well that cake is a lie!

Once you hit around lvl 30 you are pretty much forced into going to contested areas, that fact alone doesn't bother me since I like PvP, however players of all levels roam these areas which means you're the fresh meat on the block and because of the item dependency of the game you have no chance to fight back.

This item dependency is not an exaggeration, you get buffs for using a specific type of gear, you get buffs for using a specific rarity of gear, you get buffs by using potions, you get buffs by using food and drinks... the scale in which items influence this game is like nothing I've ever experience... it's an Asian game.

Even trying to engage a lvl 50 with a level 45-49 means death unless its a bot, so you are forced to get to 50 and get decent gear do start to have a fighting chance so you can do other things and not be steam rolled.

Fact is when a game is 80% items 20% skill... open world where pvp reins free doesn't work and that's the main focus of ArcheAge.

To add more wood to the fire, everything in the game(harvesting, crafting, trading, fishing, etc...) is heavily dependent on Labor points which is very limited for free players(specially in the Russian version). This not only forces free players into piracy(because you cant do anything but PvP without labor Points), it also makes it that much harder to get items to be competitive even as a PvP player.

In the end I find my self struggling not to label this game as Pay-2-Win.

Originally posted by patrickbalthazar
Originally posted by Savij
What are the actual things The devs are working in? :P

Maybe something we can help with? :3

Im so exited! I want to be a gear in your developer engine!

we are currently focusing on the combat experience - so everything that makes the combat fun and smooth, good looking, etc.

 Unfortunately as much as we would like to help in that specific area, that's something we can't give opinions or advices until we gain experience on the subject, unless you give some of us alpha access(yes please!) so we get some hands-on experience.

I agree with the hypothesis that k/d changes players and the community behavior, but i like to see a way to see/show how decent a player is. So I propose to have a score or combat rating that should take all actions things a player does into consideration, this would be a mathematical formula that would include kills, deaths, revives, heals, captured objectives, attacked objectives, etc...

an Example:

A player could have two internal hidden variables, "positiveScore" and "negativeScore". Each time they do something positive(kill an enemy, revive, capture an objective,etc..) it gets added to the positiveScore, each time the player does something negative(death, losing an objective, friendly fire, team kill) it gets added to the negativeScore.

Combat Rating = positiveScore / negativeScore

This way you get all the advantages from having a score without the disadvantages of detrimental things like k/d, it just shows your general effectiveness.

It also allows for interesting things like having hidden multipliers to add a little extra(bonus points) when you do things in a certain way, like "capturing an objective without dieing", etc...

 

PS: really looking forward the the official forum... it needs a suggestion area that allows players to vote for the ideas.

No point adding more things at this point when they haven't even finished the 4 basic races.

They should just make sure what they have is flawless, because adding new things without polishing the old is a recipe for disaster.

Remember that "there is no second chance to cause a good first impression", and we all know that a first impressions can make or break a game.

 From what I understood so far they hired a renown writer to tell us the backstory of why each race is there, giving us the initial push story wise, after that I'm guessing as we explore the underground which is the closest to PvE there is in the game, more will be revealed to us... at least that's what I'd do to add extra bits of lore.

 Its like planetside 2 in a way that there is one big persistent map with point to capture which created a tog-of-war, by design this makes it impossible or at least pretty stupid to have a lobby system. (games with lobbies aren't really an MMO)

 From what we know so far, you once you login into the game you start in your private room on a ship, this ship can be your own private ship if you are playing solo, if you are in a Strike Force(aka "guild") the ship will act as a guild hall where the private rooms are located, etc... regardless you can just teleport to the planet with or without your friends.

 I'm not sure why you compared it to CoD since that game is based on multiple servers running small maps with limited duration and a small number of players, because of this it needs a lobby so you can choose your server. If you played Planetside 2 you should know that there is no lobby, you choose your character and play.

 You are confusing Battle Squads with Strike Forces. A Battle Squad is basically a group/party/squad which can have up to 10 players, while a Strike Force will have several squads giving some sort of military hierarchy.

Originally posted by dinams
 

This man speaks the truth

Planetside 2 open field battles are dominated by tank armies (more than aircraft, because there is a learning curve for aircrafts that there isn't with tanks, so people dont zerg with it as much)

I have said in another thread, I hate tank zergs in planetside 2, they feel silly, are overpowered and leave no room for infantry combat

I really really hope that they put a cap (or a really high cost with the need for special skills to pilot one and the need to have more than 1 person crewing it to be of full use (LIKE YOU KNOW, PLANETSIDE 1 YOU BLOODY SONY) or something like it on 40k, tanks should be valuable assets that can SUPPORT an offensive,  not your average joe sedan

 

Valkr, how do you see your chapter? I want to join battle brothers but I fear that it requires commitment that im not inclined to give right now

 

 Tank zergs were indeed a problem in Planetside 2, but this has been reduced significantly due to the sheer amount of new anti-tank weapons.

 Its is my to my believe that the reason why this problem even begun was due to 3 bad developer decisions, which literally guided to players into zerging:

You needed several players to kill a tank, but only 1 player to use one.

 According to the devs response "infantry can just respawn", as true as it is it just translates into "more meat for the meat grinder", add that to the fact that is fairly quick to repair a vehicle...

 Getting a tank has no down sides since the driver has control of the main canon you don't require a gunner to get several kills, and since bases were poorly designed you had access to 99% of the map with it.

Cooldown time and resource cost of tanks where way too small.
 
 If you are not a reckless driver you can out last the spawn cooldown, specially if you reduced it via upgrades, add that to the high resource gain rate and you can drive most of the time if you want to.
 
Resources were separated into categories. (tank, air, infantry)
 
 The fact that the resources are separated means you have resources that you can't use in anything but tanks. This is sad because many players would gladly used them for infantry related things such has restocking on grenades and mines which would reduce the resources they had to use on tanks.
 
I just hope the lesson is learned and that EC will have all this into account.
 
 
 
 
 
 
 

 From the newsletter:

What classes are in the game?

Each faction features a unique selection of classes drawn from their lore, and each character in a faction has the opportunity to choose from a variety of classes when they deploy on the field.

For the Space Marine faction, a few of the classes you can choose from include Tactical Marines, Devastators, Assault Marines, or Apothecaries (Wolf Priests in the case of the Space Wolves).

Check out their codices if you want to speculate - more details soon!

 So is there no mention of Techmanrines? Will we see them before or after release?

 I thought the Techmarines would be needed to construct temporary placements such as cover, turrets, sentries or mine fields, as well as repair other war machines such as vehicles and maybe provide support to their brethren by carrying extra stuff (like ammo) with their servo-arms.

 

 

 Planetside 2 also has an interface in the map which allows the squad leader to add waypoints and stuff, but while a dedicated interface for those who need to give orders is a good idea for planing an attack, it has one flaw which is also seen in PS2.

 The flaw is that the leader can't alter the plans or give new orders on the fly without going to that interface, some times is even hard to associate which place 2d map corresponds to the 3d point you want. Having a menu tied to the crosshair allows you to just point at the area you want  and issue the order in a fraction of a second, plus you wont lose context from what's happening around you.

Originally posted by Romanjisan

Here's another company that will make yet another failed MMO because they wanted to make it a PVP-oriented game.  Warhammer Online did the same thing and we all know what happened there. It's astounding that the developers out there don't get it yet.  PVP is not popular.  I know the forum trolls here will flame me and shout me down, but the numbers don't lie.  The only MMO's out there that are even remotely popular after WoW are all PVE-oriented games.  The only exception might be EVE, but that game can be played without engaging in PVP, and its success is due to it being a niche game.

When it comes to PVP, most people are not going to pay money into a  game in which they lose most of the time.  People like to win, and the only way that's going to happen in a game is if they have lots of PVE content.  In PVP-oriented games, there are few winners and many losers, and that's why they never really make much money.

Ergo, this is just another sad example of why Games-Workshop just still doesn't get it.  While tabletop games might be fun on a PVP basis, and even then most of their popularity is in the massive volume of their lore.  I read a lot of their stuff and it's very entertaining.  But the gaming side - very expensive, very intense, and unrelaxing entertainment.  While there are lots of hobbyists out there that enjoy it, it's still a niche hobby.

If any video game MMO really wants to break out and be successful, they need to be PVE-oriented.  Even League of Legends is PVE-oriented via their co-op play.  If they had PVP-only type scenarios, I guarantee you that their popularity would sink to spectacularly low levels at astounding speed.

 I honestly don't know how to say this without being too harsh, but you're making huge assumptions based on your lack of experience(because you clearly dislike PvP), faulty reasoning or both.

 First you are assuming that people only buy things if they are winners. Players buy things for several reasons and most of them have nothing to do with winner or losing(with the exception being the p2win games):

  • they make them look better. (aesthetics)
  • gives them access to content. (subscriptions and downloadable content)
  • gives them an edge versus their opponent. (P2W games)
  • saves them time. (boosters)
 Second you assume that just because its PvE you are going to win. If the content is that easy then that will put off most of players because there is no challenge, who will not only not waste money they'll just quit the game entirely.
 
 Third you assume that there are more losers than winners. There cant be winner without losers, ergo its a theoretical 50-50 split. For every new player that starts playing a loser becomes a winner and for every loser that quits the game a winner becomes a loser.
 
 Fourth you assume people don't like to PvP because its "unrelaxing entertainment". Humans are competitive by nature, that's what we did when we need to scavenge/hunt for food in the old days and that is what happens now a days in every part of your life from being graded at school to watching/playing sports. Competition is what PvP is all about and while in general most PvE players like to PvP the reverse isn't always true. Even in PvE content in MMOs there is a good amount of competition, like who's the best [insert your role here].

 To sum it up it just seems like YOU don't like to PvP because you keep loosing. That doesn't necessarily mean that you are bad at playing, but rather that you are not playing at your own level. You cant expect to play versus better players and not lose most of the times.

 

 PS: Why you give LoL as an example when you were clearly talking about MMOs in beyond me. LoL is a multiplayer game with a game/room lobby not a MMO, and to say it is PvE oriented is ridiculous because people who play versus bots are a minority and you still end up being ranked by the system making it a little competitive.

 You basically want something like the Planetside 2 menu, where you press and hold Q(the default spotting key) while pointing at a friendly and your camera locks-on to him while showing the radial menu interact with him as shown in the bellow image.

 

 In PlanetSide 2 this menu shows options based on your class and your target class/type:

  • say you can repair him. (you must be an engineer and target must be repairable)
  • say you can give him ammo. (you must be an engineer)
  • ask for a heal. (target must be a medic)
  • ask for a ride. (target must be a vehicle)
 
 This menu is good to setup has a base but it should be improved upon with more relevant actions specially for leaders, like giving orders(move to, defend this, storm that)  or highlighting targets.

The uninitiated thread is a bit out-dated in some areas since at least the traits and the rangers pets no longer work like its written there, but overall it catches the general idea.

There are so many videos about it everywhere that i believe if you spend about a couple of hours watching them you will see what the game is like, but if you want it "short":

PvP

Is fast-paced and action-based, guild can have fun doing WvWvW(or 3W as i like to call it), indivuduals will like the tipical isntant join" pvp and the hardcore will love the structured tournaments, other than that there is not much to tell you.

PvE:

Has good for roleplaying capability because the lore is very rich and the world beautiful and fun to explore with jumping puzzles and small secrets spread everywhere even npc talking to each other is surprisingly entertaining.

Quests(aka hearts in gw2) are somewhat similar to what one would expect but its improved, you no longer need to talk to the NPC in oder to understand what is going on as simply login around you will sufice, you also have several ways of completing the quest and you can mix them up as much as you like as there is always more than one way to help a person which is refreshing.

There are also a various number of dynamic quest event which are quests that have repercussion upon completing or failing them, one that comes in mind is around lvl 15 in the second area of the humans, a kid comes asking you to help free his kidnaped mother and a merchant near the camp asks you to retrieve some tolen items from the same bandits, later i found out that players could prevent both quests from existing if they where there when the bandits ambushed the merchant or when they attacked this kids mother.

Your level will always be lowered to the area level meaning that even if you are lvl 80 you can have some fun with a lvl 20 friend as you will scaled down to about lvl 20ish, this means that playing with lowerleveled friend is no longer a boring shore about rushing him to max level.

Gameplay-wise combat is entertaining as even to kill a npc may require you to do a bit more than spam 1 button, some tougher mobs will require you dodge a bit.

The only thing that may not be that interesting is the fact that there are o Raids... all dungeons are 5-man instances mainly for balance issues, but there is no competition for loot or anyting like that... anything beyong this point is pure speculation.

If you want my personal opinion, yes the game is worth it because even in a worst scenario if you like MMOs or RPGs in general it is a 1-time fee that will hold your interest for at least a couple of months, but I believe the best thing is to try it for your self or if you can't, watch a lot of gameplay videos without commentary and use your own judgement.

 


Originally posted by Zylaxx I really liked the pace of leveling, the combat is fun and the innovative features it has going for it does the game great justice...........................but:  After this BWE I have a feeling it just wont last for me.   I dunno maybe I am growing to old for MMO's.  Saturday Night I even logged off and played DayZ for 4 hours before going back to theorytest a new build.  Right how the only thing holding me back from full and total enjoyment is theres not a class I truely feel like I was born to play.  Theres no true Hybrid Melee/Magic that screams "play me".   I really dislike how the weapon system is done in the game, its not to say its not good because it sure is but from a purely aesthetic standpoint, it lacks because you are forced to play with weapons that arent as aesthetically pleasing as you would like.  Things like Focus, Torch's and Horns.  The other thing is of the classes that I want to play like the Thief, Warrior and Ranger I am forced to use things I dislike greatly such as ground targetted AOE's or have pets.  Soemtimes I jsut want to play a Warrior with a greatsword but  Idont need things like a clunky charge where I have to point in the direction I want to go or play a theif where my 5 key is pointless or my on my Ranger having no snare on long bow.  I truely enjoy MMO's more that offer you more freedom of choice in the skills I use.  Now the utility, heal and elite skill are great cause I have choices but I truely believe being pigenholed into weapons skills I dislike greatly detracts from my enjoyment.   I tried other classes besides those 3, but even though a DW Dagger Elementalist and a Axe/Dagger Necro or a Greatsword Mesmer all use those melee weapons they are still at its core caster classes and it feels more like I am wielding caster weapons then melee weapons.  All in all ive spent 2 BWE's playing every class except for an engineer and I greatly dislike elements of all of them.  I want a good old fashion Melee/caster hybrid with big hulking 2H weapons with spells that augment my damage with debuffs/debuffs and none of the GW2 classes plays remotely similar to my WoW DK, DAoC Champion or Thane. 

The fact that you dont play with the skills you like because you don't agree with the aesthetics of the weapon makes no sense to me, sometimes i dont like the model of my bow but I only look at my toon in one of the Zen moments, plus you can swap the armor and weapon models without sacrificing stats.

 

I believe that your opinion about weapons lacking skills is unfounded, all weapons have exactly what they need but in various flavors, for example you complained about the Rangers Longbow needing a snare, as a Ranger my self i can tell you that you do not for several reasons:

  • first of all it has a skill that pushes your target back based on how close he is, at point blank the knock-back is huge.
  • you have an array of snares and other skills that add distance to your target such as:

and last but not least, you can switch weapon to anything you want since all other weapons have a skill that applies cripple.

  There is another solution which I believe is possible, which is using two sets of the same weapon, I have not tried this yet but if it works has it does with different weapons the cooldowns will not be shared meaning you can preform a skill two times in a row at the cost of losing the flexebility of using two different sets. (has anyone confirmed this?)

  In the end aren't you being a bit too picky? You dont like the weapon aesthetics, you dont like targeting skills, you dont agree to a particular skill in the set, you dont like the mechanics or you dont like concept of the proffesion...      

 

My point here is not to troll or anything, it's just a personal concern and some didn't seam to be getting the point so i will try to explain a bit better.

Point 1

I'm NOT saying that shortbow+pet wont be an effective combo, i just felt disappointed when i read what the Lead Designer said because coming from a game where having a pet was a hardly used commodity, where the Ranger class alone(no mixes) had 1 primary attribute expertise and 3 possible playstyles Marksmanship, Wilderness Survival and Beastmastery, we had a choice and in the overall game beastmastery was the least used/liked even though it was a viable option, but in GW2 instead of making the main mechanic something to suit several play styles they just forced us to be have a pet, and if we're not using a pet Point 2 happens.

Point 2

I'm NOT saying that Warriors will be Over Powered, it's just that IF a ranger would prefer different playstyle from what is being forced upon us, lets say i would prefer to be on the back with a longbow and few rituals, it wouldn't be as effective as a warrior doing it(and this was clear in the interview) and THAT for me is unfair since i feel that ranger should be better then any other class with either of the bows.

Hope it cleared my point a bit more.

Tyroki that's exactly my point, i dont want to be forced to be a beastmaster, if you like it good for you but in the old GW i liked Ranger because it was the main bow character and in most occasions hardly anyone used the pet anyways.

I don't want my dmg to be dependent on a pet AI i would like the option of not having a pet and dedicate my self to my bow/traps/rituals, i dont know if there will be any taunting skills for PvE but in PvP the pet will actually be a bother because you have to be in touch range to resurrect him which means you have to be too close for comfort.

I think its unfair for Rangers to be forced into a pet class, while the warrior class gained a bigger range of choices and excels with a weapon that was mainly a Ranger weapon.

Rangers should be agility fighters with medium armor who excel at ranged combat with capable melee who's survivability depends on dodge and speed. since their survivability usually relies on keeping some distance that's why rangers have ranged abilities to cripple(crippling shot) and some to knock back foes(point blank shot), this was true in the  first GW, made sense, was according to the lore and was balanced.

Warriors should be heavy armored fighters who excel in melee combat with capable mid-range dmg who's survivability depends on armor. However they now also excel at ranged combat and also have skills that cripple(pin down) and skills to know back foes(kick), this was NOT true in the first GW, this is NOT according to the lore, makes NO sense and its unfair for the other class which are mainly ranged.

So tell me what exactly is the Role of the ranger then when clearly a warrior with a bow can do about the same with more survivability.

It's true that we dont know how things will work and everything is proabably gonna game a bit until the game is launched, however what the lead designer said was straight and in my personal opinons it ruins the Ranger gameplay.

Some of you missed the point, i know there will be a pet but im not talking about the dmg of the pet+ranger vs warrior all though warrior will probably win since the warrior has more armor so he can just kill the pet in melee then grab a bow and kill the ranger, since the ranger will have to touch the pet in order to resurect him... but thats besides the point.

What i was talking about is the fact that it is pointless for a ranger class who by definition has less armor because its a class that is ment to avoid dmg by staying at a distance from the powerfull melee classes, however the advantage of distance will be nullified because a warrior will just kill him without the need to come close.

Most games around usually have some sort od way for a character to specialize in order to adapt the character to their playstyle however GW2 is doing the other way around by forcing a playstyle upon the players.

I mean lets be honest their forcing Ranger to be a close-mid range fighter while making the warrior melee and ranged expert fighter, this makes no sense from a RPG prespective, lets imagine a group fight will have warriors going melee in the battle front will have rangers and casters in the mid and warriors again in the back.

Again my point is Heavy armorded classes should not good at ranged combat, there is a point why mages use light armor and rangers used medium armor, so there is also a reason why warriors have heavy armor and clearly its NOT for keeping distance from the target.

After reading this interview with GW2 Lead designer from IGN( http://uk.pc.ign.com/articles/110/1106052p1.html) i was very shocked and i shall explain why.

I've always like to play as a ranger/hunter/etc in all games because i like the idea of being a long ranged fighter that puts more emphasis in agility and reflexes other then brute strength. Rangers are known for their traps, bow skills, speed and pets in Guild Wars we had lots of options to play with we could interrupt we could have pets we could have traps, we could spread conditions such as fire, poison and bleeding, we could have crippling shots or even running skills to help us keep our distance.

In the end we where a good utility class and lets face it in pvp rangers with pets where doable but they where rare, and we accepted it.

in that interview GW2 Lead designer said and i quote:

When we were looking at how we wanted the Ranger to look and feel we decided quite early on that we wanted to emphasize the Ranger's bond with nature." The Ranger's ranged weapon of choice include the longbow (for when you need that extra distance or damage), the shortbow (for when you need a little more mobility), and the…axe? Yep, Rangers can wield and throw axes...

Ok it makes perfect sense so far doesn't it? then i read this other line:

Pets are so central to the role of the Ranger that Flannum even suggests "players who want range without a pet are better off playing another profession, such as a Warrior, and taking ranged weapons."

What the hell?! So now in GW2 a Warrior will be better at range then a Ranger who's weapon's of choice are mostly ranged and obviously they will also beat the living Jesus out of you in melee.

And if you take a look at the LongBow skill set for the warrior these include Pin Down to cripple/immobilize/stun, Arcing Shot and Rain of Fire which are an explosive AOE, Incendiary Shot to burning your enemy and even Kick to regain some distance from the target... why in hell would a full plated Warrior want/need distance...

I would expect the Warriors to have some ranged skills to complement/help him when the target is fleeing and some average dmg until he can get up close and personal.

I completely fail to see the purpose here.

Rangers can still use traps but it requires you to be in Close-Quarters with the enemy, we have a pet but since he has to reach the opponent means we again need to me in Close-Quarters, yet warriors who excel in Close-Quarters with their high armor and dmg are better at long ranged fighting then a Ranger...

In GW warrior/rangers could use bows and even deal more dmg then Rangers per shot because they have a primary stat that gave them some natural armor penetration BUT they didn't had the enough energy to use bow skills as effectively as a ranger, its was logical and it made sense because overall Rangers were better with a bow.

Its fine that ArenaNet made the pet a great feature but it shouldn't be forced because it forces all Ranger to the same playstyle.

Well i had to vent about this because this concerns me greatly.

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