Jedi Archive
Thread: Ranger Revamp
I don't think it is ruined per se. All your ranger abilities remain - just in scout which you have anyway. You can then take the ranger points and flesh out your character in a plethora of new directions. Add CH and see if you really like it. Take BE and become a creatury creating god. Take another combat prof and whack stuff. Dancer is funny, but why not? You'll still be able to do most ranger stuff using your scout skills - so why not take something just for the fun factor!
Don't be hasty. It's a long ways off. Change WILL occur and it will be different by the time it's rolled out. It will cost you no effort to let it be implemented and then play with it. I struggle with the idea of change too, but unless I'm a starry eyed optomist, it really does seem to me that they are adding stuff for us rather than taking stuff away and giving us more options rather than fewer.
RizeDega wrote:
So basically, jedi now have no unique skills. So what is left for us to be jedi? Looks like Ranger now have jedi cloak and force run abilities. Awesome.. lol
Nope. Nope. Cloak won't be surpassed in effectiveness and usefulness by camo, nor will burst run approach force run. Read all the dev tracker comments and you'll see better.
antares
Opie76 wrote:
Someone did not read the entire revamp carefully. There will be no stealing from players. Just NPC's.
Looks like someone else didnt read it either. There will be items that are picked up in the world crafted or not crafted dont know yet, but they will be labeled with "stealable" in their /ex window. Those items will be able to be stolen by a Ranger if both ppl can attack eachother. Example, if they are both overt, the ranger can try to "steal" a Jar of Bugs from Player 1, the ranger fails, is revealed and since they have to be attackable to eachother, the ranger will probably get killed..
Cloak doesnt deactivate unless the jedi runs out of force... or the jedi turns it off. Others are detectable. Neither does it require a warmup bar last I checked.
Burstrun has a duration.... Force run does not
You have to be standing still and endure a warmup bar for CoB you can be running at 2 million miles an hour and not see a single warmup bar for activation of aura and valour
So tell me.... how exactly do the elite professions clone abilities really compare to our own? And how exactly are our abilities not unique?
Message Edited by Tripbacca on 09-17-2005 05:01 PM
It might be a "mind trick" ment to play on the weakminded. But i think there is a counter coming to it in this fix. Those Chemical flares, dont remember what they are called, are ment to outline those who were made invisible by those cloaking belts that will be made by master rangers. I dont see why they couldnt be used to counter jedi cloak as the jedi doesnt become insubstantial jus invisible like the ranger cloak.
Sharky112 wrote:
It's pointless post's like these that lead to garbage rumors being spread. Check the Dev tracker on the pvp element of "stealing". Do some reading before posting mindless crap like u have that can get a whole board in a up roar.
Here are facts for anyone that get's themselves worked up over garbage posts like this;
1) "You won't be able to PvP steal from other players when the system launches. It is supported, but content hasn't been created to make us of this capability yet. If/When the content does go in, it will probably be more in the direction of the Bounty-Hunter/Jedi relationship - where someone (a smuggler, just for instance) would consent to carrying a stealable item (some illegal spice, just for instance), knowing another player will get a mission to tryand come steal it from them. It's almost like a game of capture the flag (gotta write that one down!). You won't, however,be able to take anything from anyone's normal inventory.
For now, though - it'sstrictly a PvE ability (with the possibility of a PvP component down the line)."
2) "Currently, Force Cloak is considered to be a mind-trick - hence it cannot be detected by someone trained to see inconsistencies in their surroundings (such as is the case with "Detect Camouflage"). Riflemen, on the other hand, will probably be vulunerable."
3) " Think of each enemyas having, potentially, several "bags" on them. Each bag has one thing in it (you can have this one thing, if you can grasp it). As you make your attempt to steal, you are given a random bag - you reach into the bag and try to grasp what is inside. If you succeed, you get to keep the prize. If you fail... well... Anyway - in either case, the bag you stuck you digits into gets taken away forever (until the enemy is slain). Now you (or someone else) can try again with the remaining bags. Success and failure depends on the camouflage skill of the thief and the detect camouflage skill of the mark (stealing can only be attempted whilst camouflaged/stealthed).
Once an attempt has been made on every bag, that enemy can't be stolen from any more. That way, stealing is just an additional little thing you can to try and get some extra rewards for facing enemies. You won't always get something amazing, but over time it could be fairly rewarding (of course you are also spending more time not killing enemies than you are killing them, so there is some additional tradeoff aside from having to spend skill points to get the ability)"
Forcerun does have a duration, your forcebar jus like cloak. Try using FR after a draining fight and your getting away only to run out of force and "you slow down" shows in spatial and then you get the cloner ride. Thats fun
Tripbacca wrote:
Cloak doesnt deactivate unless the jedi runs out of force... or the jedi turns it off. Others are detectable. Neither does it require a warmup bar last I checked.
Burstrun has a duration.... Force run does not
You have to be standing still and endure a warmup bar for CoB you can be running at 2 million miles an hour and not see a single warmup bar for activation of aura and valour
So tell me.... how exactly do the elite professions clone abilities really compare to our own? And how exactly are our abilities not unique?
Message Edited by Tripbacca on 09-17-2005 05:01 PM
The Squad Leader revamp:
* Keeps current core Squad Leader abilities and maintains the "feel" or role of the profession (IMHO)
* Adds a lot of buff oriented skills
* Adds larger modifiers to combat ability of the SL (gen. ranged accuracy and speed, defenses)
* Removes the restriction of requiring the SL to be the Group Leader
Reaction? The SL community in general likes the changes, but a very large percentage of existing SL's are angry about not being required to be the group leader anymore.
The Ranger revamp:
* Scraps 1/4 of the ranger profession (tracking) entirely
* Moves the rest into scout, a novice profession
* Replaces current profession with one of a near polar opposite interpretation (currently PvE/nature-centric to PvP/urban-centric)
Reaction? Appears mixed. One contingent likes the new focus (tactical/military ranger versus nature ranger, both are valid I think) and also approves of the fact that the profession gains power and utility per skillpoint investment. The other group is (quite understandably) uncomfortable with the instant about-face in focus, and would prefer to keep the existing interpretation with added fixes/boosts/new utility.
The moral of the story? I dunno. But to some extent, I'd say its "damned if you do, damned if you don't".
The more I think about it, the more I tend to overall like the new system. Or at least, I think that it will be good for the game. People that enjoy the current focus of ranger can keep master scout, drop ranger, and add a straight-up combat profession to assist their hunting. People that have always had a more military/recon perception of ranger can stick with it (or take it up, I dislike it when there is a revamp and the existing community feels animosity towards newcomers). And, the spy/rogue/military version of ranger has a bit of an advantage in Star-Warsyness, in my thoughts anyhow.
Still, for those existing rangers that prefer the current focus, this is a major upheaval. I don't current have any ranger skills, and I personally liked ranger for its more fantasy-ranger theme... If I was still holding onto it, I must admit I would probably be pretty upset rather than able to focus on long-term overall game benefit/loss. I hope that the devs make some sort of consolation to the folks that have landed in that situation, in forms of a respec or something.
Odinn wrote:
ok so **edit** they can just take these "stealable" items from us if we are SF and they are sneaking while SF or whatever that is stupid the devs aremessin up the game again what are the odds
ok what the heck is this **edit** thing? someone explain if it is a dev messin w/ my post it will just futher piss me off