Touch Ranger - Overpowered?
Nightwish
Instead of saying expertise overpowered, why not say other primaries underpowered?
Thanks to the attribute, rangers are saved from being restricted to archer characters, e.g. touch rangers, thumpers, etc.
IMO, other primaries should be done in a similar level to encourage variety in primary builds.
Regarding touchies, I play RA a decent amount, and yes, they are very common, but I have yet to feel them being overpowered. If there is any build/class that can tip the winning chance in RA, that would be proper monks (not melee/smite ones).
EDIT:
Yes, I know monks are not required to win. But please do not lie to ourselves that monk's contribution to a team is just on par with the rest of the classes =/
The very few, if not the only, build that does not need a monk is IWAY, and it has been nerfed, which is quite saddening really.
Thanks to the attribute, rangers are saved from being restricted to archer characters, e.g. touch rangers, thumpers, etc.
IMO, other primaries should be done in a similar level to encourage variety in primary builds.
Regarding touchies, I play RA a decent amount, and yes, they are very common, but I have yet to feel them being overpowered. If there is any build/class that can tip the winning chance in RA, that would be proper monks (not melee/smite ones).
EDIT:
Yes, I know monks are not required to win. But please do not lie to ourselves that monk's contribution to a team is just on par with the rest of the classes =/
The very few, if not the only, build that does not need a monk is IWAY, and it has been nerfed, which is quite saddening really.
lyra_song
Quote:
Originally Posted by zulu123
So basically I am still waiting to see an example of that monstrous synergy between DF and some secondary profession skill. Divine Boon, Offering of the Blood. Oh wait that got nerfed, thats how good that synergy was.
But unlike a Boon Prot, a Touch Ranger cant single handedly control a battle.
Vermilion Okeanos
When I go into RA arena, my fighters/casters must be built to be anti boon prot.
I would take 1 skill with me in case of touch ranger.
That does kind of say both of them is over powered. As I always have to be ready to fight them as a threat, while there are no other build around that is as much pressuring as these 2. It is probably just these 2 are much more spread in population. But we do take anti warrior all the time, warrior must be godly too.
Expertise = godly
Skill (not spell, not attack) = godly
Life Steal = godly
Contemplation of Purity = godly
Knock Down = godly
The only reason Rit is not a good healer comparing to boon prot is that rit don't have CoP, hex tear rit apart. Most of them start using expel hex, but that is still far from being able to compare to CoP. CoP is not even an elite.
Considering Anet nerfed MM, they should nerf this too. Personally, I wouldn't have nerf neither.
I would take 1 skill with me in case of touch ranger.
That does kind of say both of them is over powered. As I always have to be ready to fight them as a threat, while there are no other build around that is as much pressuring as these 2. It is probably just these 2 are much more spread in population. But we do take anti warrior all the time, warrior must be godly too.
Expertise = godly
Skill (not spell, not attack) = godly
Life Steal = godly
Contemplation of Purity = godly
Knock Down = godly
The only reason Rit is not a good healer comparing to boon prot is that rit don't have CoP, hex tear rit apart. Most of them start using expel hex, but that is still far from being able to compare to CoP. CoP is not even an elite.
Considering Anet nerfed MM, they should nerf this too. Personally, I wouldn't have nerf neither.
Zorian Direspell
I hate touch rangers (clone-skill touch rangers anyway, as I will concede the point that Prophecy only skill rangers are fine). I think the recharge (on Vamp touch skills) should be taken from 2 to 4 seconds, minimum (or they should be Skill -you become enchanted with (or receive condition) Vampirism. Your next successful attack steals X life, as this would allow for stripping and attack interruption or condition removal and attack disruption). And before someone tries telling me to "try playing one", I did. I went from random to teams in no time before losing 6-5 in sudden death to a Korean team (because someone got seperated from our group).
Our group wasn't balanced. It had two mesmers, a fire ele, and me. We didn't do much to offset each others weaknesses. But it didn't matter. With the build I played, I had 75% evasion (goodbye interrupting attacks) almost constantly, 25% faster speed (goodbye snares), condition removal and causation (goodbye anything not a hex ... oh, and your monk is bleeding now), a self heal for 65 per second (goodbye damage), and 65 dps (goodbye opponent). On a character with a base 75 armor (105 vs. elements).
The problem wasn't that the class couldn't be countered, it was that it did so many things, it was so self-contained, and so potentially devastating, that it took the focus of several foes at a time to deal with me (ineffectually as you can see). The only skills that consistently were a thorn in my side were blackout when coupled with degen hexes, and that only worked if I was feeling stupid enough to let a mesmer running at me get that close. In the TA battle I only died once (all four vs. me) and scored three of our kills, with the two others being made as the enemy ran from me.
The result of this situation is that the R/N substitutes skills for skill. The R/N has only one true concern, mesmers, and almost no limit on how far from the group they can extend or how long they can last. At least with an IW mesmer you can strip an enchantment (something that hurts many classes and builds). An assassin has to connect to hit, actually won't hit as hard,, and is subject to warrior hate. An air spike ele can be dropped with ease if someone knows what they're doing. An R/N is like all of these, but it uses less energy, has better defense, carries no enchantments, and has faster recharging skills. That an R/N need not even have the skill of the average assassin or IW mesmer for doing essentially the same thing is cause for concern. A nerf is needed.
Our group wasn't balanced. It had two mesmers, a fire ele, and me. We didn't do much to offset each others weaknesses. But it didn't matter. With the build I played, I had 75% evasion (goodbye interrupting attacks) almost constantly, 25% faster speed (goodbye snares), condition removal and causation (goodbye anything not a hex ... oh, and your monk is bleeding now), a self heal for 65 per second (goodbye damage), and 65 dps (goodbye opponent). On a character with a base 75 armor (105 vs. elements).
The problem wasn't that the class couldn't be countered, it was that it did so many things, it was so self-contained, and so potentially devastating, that it took the focus of several foes at a time to deal with me (ineffectually as you can see). The only skills that consistently were a thorn in my side were blackout when coupled with degen hexes, and that only worked if I was feeling stupid enough to let a mesmer running at me get that close. In the TA battle I only died once (all four vs. me) and scored three of our kills, with the two others being made as the enemy ran from me.
The result of this situation is that the R/N substitutes skills for skill. The R/N has only one true concern, mesmers, and almost no limit on how far from the group they can extend or how long they can last. At least with an IW mesmer you can strip an enchantment (something that hurts many classes and builds). An assassin has to connect to hit, actually won't hit as hard,, and is subject to warrior hate. An air spike ele can be dropped with ease if someone knows what they're doing. An R/N is like all of these, but it uses less energy, has better defense, carries no enchantments, and has faster recharging skills. That an R/N need not even have the skill of the average assassin or IW mesmer for doing essentially the same thing is cause for concern. A nerf is needed.
lactatemike
I've got an idea, how about every single time a build comes along that you have to think of a way to overcome we call it overpowered and bitch and cry until it gets nerfed???
Sound good?
I mean, THINKING about a way to beat a set of skills really is just terribly inconvenient, isn't it? Why don't all you whiney people who just rag on creative builds think this over while you buy gold on ebay?
Edit: And how does a build that more often than not dies against two opponents (pvp) seem too powerful?
And don't just attribute this to me having a touch ranger, because while I do have one, I have also died a lot because of them.
I'm just SICK of people saying "Oh it's too hard and my normal build that I NEVER change doesn't work against it, so nerf it plz!!!"
Sound good?
I mean, THINKING about a way to beat a set of skills really is just terribly inconvenient, isn't it? Why don't all you whiney people who just rag on creative builds think this over while you buy gold on ebay?
Edit: And how does a build that more often than not dies against two opponents (pvp) seem too powerful?
And don't just attribute this to me having a touch ranger, because while I do have one, I have also died a lot because of them.
I'm just SICK of people saying "Oh it's too hard and my normal build that I NEVER change doesn't work against it, so nerf it plz!!!"
Zorian Direspell
Quote:
ed: stupid keyboard goofed my last sentence.
pork soldier
Quote:
Originally Posted by LuckyGiant

BUT this is because teams have only 4 random players so unless you've specifically got a skill or two to counter them they are extremely hard to take down simply because of the randomness of the team.
Quote:
Originally Posted by JR-
To be absolutely blunt; the counter to Touch Rangers is to not suck at this game.
They are a build, like IWAY, which beats bad players very quickly. A good team will have absolutely no problem against them at all. They are a ridiculous gimmick. As someone stated earlier; they weed out the bad teams from RA, much like IWAY weeds out the bad teams from the early rounds of HA. Seriously, learn to play. This is still so true. Shendaar
I hate people that keeps saying those who say they are overpowered are not thinking and do not know how to play the game.
Like every build, there are also counters to the Touch Ranger, but the counters to them are much less numerous than any other build. It takes alot of effort to bring one down and in non GvG situation, you won't always have the necessary skills ready or available to take them down. The problem is not that they can't be beaten, the problem is that compared to all the other builds I have seen, only the Touch Ranger can substain that amount of hate and yet still tear through whoever it is attacking. I gave them a chance when I first saw them come into play and I perfectly realise that they are counters to them, but I have come to the conclusion that they are atleast slightly overpowered. The complete lack of available protection against Life Stealing is I think the main issue here. Kiting only delays the inevitable and asking everyone to carry a crippling skill because of 1 single build in the game is just being stupid in my opinion. I have no problem understanding how a Touch Ranger would get obliterated in GvG, but some people like me enjoys to PvP in Fort Aspenwood for example and when a duo of two Touch Ranger completly destroys all of your NPCs and make it to the gatekeepers and manage to kill them regarless of how many enchantements you stack on them I think there is a problem. Now if only we would have had someone to cripple them, but there are such things as random parties in GW and I don't think that makes us sucky players now does it? Oh and lets not talk about what they can accomplish when backed by a monk. Zui
For everyone still crying for a nerf(even though I'm quoting someone):
Originally Posted by RandomEngy
Quote: |
Quote: Originally Posted by RandomEngy Many people like to look down on that game type but IMO it's something you have to keep in mind. No one would look down upon Random Arena if it had compitent players that played to win. The same goes for ABs, but it's compitent teams now, which should be much easier to assemble. The same even goes for HA to a lesser extent. People are looking down upon theese forms of PvP because of the players, not because the forms of PvP are essentialy bad(ok.. HA is both).
Quote: Originally Posted by RandomEngy And just because counters exist for something doesn't automatically mean it's fine balance-wise. A lot of otherwise balanced and fun RA builds just plain get beaten by touch rangers, and there's nothing you can do about it. You can beat touch rangers using pure tactics alone. Useful skills that are essentialy "must have" for any team in any situation aid in this, they also aid versus any single other team there is, meaning there's no balance issue with people bringing them. RA is individual builds, not team builds, you can't have a single charactar be balanced. If you're talking about "fun RA builds" you mean builds built to own scrubs or to use some lame gimmick(such as grenths balance me/n 'spike') that only works against scrubs, using theese types of builds is part of the reason you're loosing.
Quote: Originally Posted by RandomEngy Sure, you can run, but if you don't have a decent monk on your team (by no means guarunteed in RA), you're just making yourself useless for a while, then dying. Zojun's Haste and Dodge will see to that. Ok, so you're essentialy useless, and you have 3 rangers chasing you that are also now essentialy useless. Hmm... That's more than a fair trade. Even if it's just one or two rangers, it gives your team an advantage even without a monk. It requires your other team members to be compitent to win, and is that too much to ask? They can kill whoever isin't chasing you since it's either an even match, or they have a distinct numbers advantage. After the rest of their team dies, they can focus on killing a ranger. If you die, it's called a res sig, again expecting compitence. They have speed boosts, you may have no snares, say won't kiting them make them stop for oh say 3/4 of a second every time they use a touch skill, and then make them catch back up to you again? Sounds like a decent trade to me, especaily when it's more than 1 ranger.
Quote: Originally Posted by RandomEngy
To suggest every person's build should take a snare or bring e-denial is just shortsighted. Diversion might be okay but in general dom mesmers in RA just get reamed.
Well, if you're not running a sub-par build you're likely going to have something that's useful against touch rangers, a hex or condition snare, knockdown, shutdown(inturupts, diversion, blackout...), healing, somthing that causes degen. Anyone without at least one of those in a build is running a bad build, unless of course you can think of one up to par non-gimmick that's lacking one of those.
Quote:
Ok, so you're essentialy useless, and you have 3 rangers chasing you that are also now essentialy useless. Hmm... That's more than a fair trade. Even if it's just one or two rangers, it gives your team an advantage even without a monk. It requires your other team members to be compitent to win, and is that too much to ask? They can kill whoever isin't chasing you since it's either an even match, or they have a distinct numbers advantage. After the rest of their team dies, they can focus on killing a ranger. If you die, it's called a res sig, again expecting compitence. They have speed boosts, you may have no snares, say won't kiting them make them stop for oh say 3/4 of a second every time they use a touch skill, and then make them catch back up to you again? Sounds like a decent trade to me, especaily when it's more than 1 ranger.
Who says they'll be multiple people chasing? If there's already a teammate going after a kiter I just pick someone different. And in a 1 on 1 chase you'll be keeping yourself healed and doing constant damage to the kiter, keeping him out of the battle until he's dead a while later.Quote:
Again, any type of warrior will lose to a touch ranger, especially one who brings WD. They last longer if they bring heal sig but that's just delaying the inevitable. Maybe you think all warriors are "scrub builds" but really that's not the case.
Originally Posted by RandomEngy
Not to mention Cripple-based snares have a good chance of backfiring with Plauge Touch.
Ok, ranger = bow = ranged. Hey ranger being a ranged attacker... Warrior = melee. Say, hamstring+sprint or rush? Maybe even not that, ever think of running somthing like Shock for a snare? Quote:
Probably. But it has no bearing on the discussion at hand.
Quote: |
Quote:
Quote:
Next build... how about a mesmer this time? Distortion, Migrane, Conjure Phantasm, Power Drain, Drain Enchantment, Spirit of Failure, Ether Feast can do quite well. It's quite hardy against Warriors/Rangers/Assassins, had good energy management, can really annoy casters and has decent degen. A fun build, again killed by touch rangers. Even though you're specced Illusion you can't really fit in a good snare without compromosing the build, through slots or energy management.
Same deal for Ineptitude/Clumsiness mesmers.
Blinding Flash eles can disable most physical damage dealers and do good damage to casters, not the case with touchers.
If you're not running AoD on your assassin, you're similarly screwed.
Quote:
Ok, ranger = bow = ranged. Hey ranger being a ranged attacker... Warrior = melee. Say, hamstring+sprint or rush? Maybe even not that, ever think of running somthing like Shock for a snare?
In most cases you can find someone close by to dump the snare on, even if the ranger is far away. Warriors: no, I'm sorry, shock will not help. They'll be on the ground for a bit then get up and touch back to full. If you sprint away you'll be useless to your team... so you start attacking someone else and the touch ranger follows, killing you quickly. And I'm sorry but if you don't bring Plauge Touch as a warrior in RA you're going to be very weak, very crippled and very blind a whole lot. Quote:
|