Bio Engineer Archive
Thread: Instead of adding more CH to Be, how about Ranger/Scout?
I have searched for ways to incorporate Ranger into my template, and it's impossible to do that and have a vendor (this would be assuming I'd be dropping CH and just adding Ranger). So with the vendor item limit coming soon, there is no way I can do business without 2 vendors and planetary map.
The other change that I'd love to see is being able to harvest from any animals we kill in taking DNA samples. That alone would make getting meat much easier.
I don't feel our class is underpowered. We are crafters, not combatants. I would like to see some skills added to make us a little more self sufficent in the ability to gather our meat and get DNA samples.
Pasey wrote:
Perhaps I don't care about adding more CH type skills to BE because I'm already a MCH. What I think would be more useful to our profession is more Ranger type skills. Being able to harvest more meat, get the mask scent/camo and terrain negotiation seems more beneficial to the BE in actually playing our profession.
ArthurDentOnBria wrote:
Rangers are taking a huge hit next release when tents will no longer be needed to take out pets/vehicles, and you'll also be able to eat food that will increase your harvesting, terrain navigation, and masked scent. There's really no justification at all for the ranger class at all any more imho, which is very sad as my alt is almost to master ranger.
Pasey wrote:
Perhaps I don't care about adding more CH type skills to BE because I'm already a MCH. What I think would be more useful to our profession is more Ranger type skills. Being able to harvest more meat, get the mask scent/camo and terrain negotiation seems more beneficial to the BE in actually playing our profession.
Oh wow! Thanks for the info
Because it would be handy to have the abilites does not justify having them without the same cost in skill points that everyone else must spend to get them. You could as easily say that all master BE's should be master CH as well because it would be useful to train our own creations, or all CH should be Doctors to heal and buff their pets. Nice? Certainly. Justified? No. It is a matter of a "gimme this cause I want it" not a valid argument that supports the need or any reasoning why it belongs in the skillset of the bio-engineer class.
The fact is that the template for your character is open, and you make the choices to spend your skill points on what you see as most needed or most desirable. Partnering with a person that can run a vendor, or with a scout or ranger that can locate the things you need to sample, or put up a base to operate from/heal/craft in, or any other combination of skills is a valid alternative to adding those skills to the class simply because they would be useful, and your decision to spend the points on something else (artisan for a vendor, doctor for better med components, CH to train and use your creations) is the cost of it.
Until we get 1000 skill points, it will be a matter of picking carefully what we most need and using the skill points as wisely as any other rare resource we have.
Nice idea, but no points for making any real progress towards saying why we should have it, even if you described why it would be nice to have quite well.
LLan
Well said Akelan...but I only need 500. Gimme!
ArthurDentOnBria wrote:
Rangers are taking a huge hit next release when tents will no longer be needed to take out pets/vehicles, and you'll also be able to eat food that will increase your harvesting, terrain navigation, and masked scent. There's really no justification at all for the ranger class at all any more imho, which is very sad as my alt is almost to master ranger.
Pasey wrote:
Perhaps I don't care about adding more CH type skills to BE because I'm already a MCH. What I think would be more useful to our profession is more Ranger type skills. Being able to harvest more meat, get the mask scent/camo and terrain negotiation seems more beneficial to the BE in actually playing our profession.
I have said it before and I'll say it again, anyone that took even novice ranger, let alone master, in order to be able to pitch camps so they can call pets - a novice scout ability - is an idiot. And that is giving idiots a bad name. Ranger needs some additions and camps need to be made more what they were originally intended to be (forward operating bases), but claiming the pet call change is a nerf to rangers is pathetic.
I only hope the DEVs can find some time to give Rangers some of the love they deserve.
ArthurDentOnBria wrote:
No Sooty, I'll tell you what's pathetic. Pathetic is taking half of a quote, dissecting it, and resorting to childish namecalling.
/sigh - I said the idea was pathetic, not you. Most of your posts are well worth reading even if I don't agree with you some of the time, but making statements thatrangers are being reduced in any way, shape or form by the change to camp pet calling is verging on farcical. That you had to include the chef changes to support your view, even though all the ones you mention are to scout primary abilities not ranger ones, only goes to show that you yourself don't really believe the idea that pet calling makes a blind bit of difference to rangers one way or another. THAT is whatis pathetic, the concept that this change makes any impact whatsoever on rangers.
Sooty,
This may be difficult for non-rangers to understand, but after you've been compelled to invest 28 skill points (that's half of a profession tree!) and numeroushours levellinginto the ability to make camps, seeing an ability that camps used to give you, now given away "free" to everyone whether they've invested a single skill point or a single hour into that skill or not, is enough to make one very testy and sensitive about this point.
I too hated having to break out the stupid camps all the time, and for the most part am glad about the change as it will enhance my enjoyment of the game I think, but it also just makes that entire scouting/ranger line all the more worthless now which is not a good thing as a "fairness" issue.
I understand totally that rangers are in need of attention, to give what could be a really interesting profession the depth and value it deserves. I mastered ranger to go along with CH back at the start of the game but found it was simply not worth it, and back then the only way to get survival xp was from camps (ugh!!). Since that time tracking has been added and other minor tweaks have occured but there are still large gaps that need addressing.
I guess that is why I get just as frustrated by some scouts and rangers calling the camp/pet change a nerf to them when I think what they should really be doing is using this as an opportunity to call for real changes to camps to give them actual value, not just for them to be a game-mechanic obstacle to pet use. Take the change in stride, as it was logically argued for and even most scouts/rangers agree it is a good thing, and then use it as a stepping stone to the devs, to say 'well, you took out that functionality so now give us this, this and/or this as compensation'. Get camps back up to what they should be, what Holo thought they still were until we all told him otherwise, real forward operating bases that have a positive influence on grouping and hunting, instead of being an inconvenience to scouts/rangers and a complete pain to non-scouts.