Ranger Archive
Thread: Ranger Skill Point Reduction
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glory
Sun Apr 03, 2005 4:41 am
#1
All SOE has to do is reduce our ranger skill points just like they did for image designer and we can have ....example....master pistolier and master ranger all because we have to have master scout UNLIKE other professions. AND still keep novice medic LIKE other professions....forget novice artisan so we can survey and put down harvesters grrrrrr.
glory
Sun Apr 03, 2005 4:50 am
#3
Yes, but we will not have the same advantages as others at all ...we get the shaft. WHY should we not be allowed to have novice medic so we can heal others or novice artisan so we can survey and put down harvesters? What advantage do we get from HAVING to get the newbie scout master???? none. Yet I can see why we have to get it but we should get a skill point reduction on ranger for having to get a newbie master.
AragornSoS
Sun Apr 03, 2005 4:54 am
#4
For what it's worth, I really DON'T want "reduce the number of points to master Ranger" as our #1 option. To me, that would imply that Ranger isn't as "valuable" as we all think and know it is (or can be). I'd MUCH rather see them make the SP cost WORTH it with a great combo of enhancements and fixes to existing skills, and inclusion of many of the things we want - combat "rating", perhaps a weapon cert (bow), improved trapping (PvE, PvNPC, PvP), true stealth capabilities, etc. I'm willing to see what comes of our revamp, but it WOULD be nice to hear something, ANYTHING from the devs about any of this. Even an "In Concept" thread similar to what the Smugglers have would be nicer than no acknowledgement that we even exist...
Nastzguehl
Sun Apr 03, 2005 5:00 am
#5
AragornSoS wrote:For what it's worth, I really DON'T want "reduce the number of points to master Ranger" as our #1 option. To me, that would imply that Ranger isn't as "valuable" as we all think and know it is (or can be). I'd MUCH rather see them make the SP cost WORTH it with a great combo of enhancements and fixes to existing skills, and inclusion of many of the things we want - combat "rating", perhaps a weapon cert (bow), improved trapping (PvE, PvNPC, PvP), true stealth capabilities, etc. I'm willing to see what comes of our revamp, but it WOULD be nice to hear something, ANYTHING from the devs about any of this. Even an "In Concept" thread similar to what the Smugglers have would be nicer than no acknowledgement that we even exist...
100% ACK Better make our points worth it, than let our profession go down in value in words of skill points.
glory
Sun Apr 03, 2005 8:32 am
#6
I want for my profession what every other elite class is getting, I do NOT want the shaft just because I chose ranger. Reducing our skill points so we have what every other elite profession is getting is FAIR.
They went our of their way to balance out all the elite classes BUT OURS.
PS.....WHAT is the point of having all those great harvesting skills when we can not even kill the animals that drop them????? WE need the healing skills and a master combat profession to accomplish this. I have no desire to try and kill nasty mobs when I can not even keep myself healed. Have you tried the non medic skill heals? You have to wait an eternity before you can heal again for a tiny little heal. It needs to be fair.
They went our of their way to balance out all the elite classes BUT OURS.
PS.....WHAT is the point of having all those great harvesting skills when we can not even kill the animals that drop them????? WE need the healing skills and a master combat profession to accomplish this. I have no desire to try and kill nasty mobs when I can not even keep myself healed. Have you tried the non medic skill heals? You have to wait an eternity before you can heal again for a tiny little heal. It needs to be fair.
Message Edited by glory on 04-03-2005 11:38 AM
Zekk-
Sun Apr 03, 2005 8:58 am
#7
i have 20 FS boxes, so that means master ranger and i cant even master an elite combat proff.
Jimguiles
Sun Apr 03, 2005 3:01 pm
#8
I agree with a reduction in skill points. To say that a reduction lessens our value would be saying that every other class that got a similar change is worth less too. We are currently the only class that requires a n00b mastery for our elite prof. I think this is wrong. As is Ranger is just an extension of scout and as such its tough for me to give up the massive skill points for it. I could be a more effective harvester as a double combat prof who dabbles in scout. (a little food and im harvesting good) I would like to see some response from the dev staff on our plight. I still cannot understand why we have been lumped in with the crafters. Questions I would like to see answered by a dev staff.
1 Why are we left out of the CU?
2 Are we going to be considered a crafter?
3 Why are we the only prof left that requires a newb mastery?
4 Revamps can take a long time and with all the huge changes how difficult could it be to include us?
5 As the supposed master hunter why are we left out on the health points and combat class?
6 In my opinion, we have two seldomly used skills at higher levels; camping, trapping these will be used even less in cu i think. Why not take those and make them weapon skills of some kind? this could include traps as thrown weapons, the other could concentrate on weapon accuracy, speed, etc. (maybe a ranger specific weapon)
Lastly, please throw us a bone, we are all wondering whats going to happen. How are we going to fight the high lvl creatures at such a disadvantage? How soon will changes to Ranger be made? What are some of the ideas for these changes? (didnt smugglers wait for over a year for a promised revamp? this is what I am afraid of) I for one want to take advantage of the chance to move my skills around if I want to leave ranger. Not wait 6 months for a revamp and then re-grind a new prof. Thanks for listening.
1 Why are we left out of the CU?
2 Are we going to be considered a crafter?
3 Why are we the only prof left that requires a newb mastery?
4 Revamps can take a long time and with all the huge changes how difficult could it be to include us?
5 As the supposed master hunter why are we left out on the health points and combat class?
6 In my opinion, we have two seldomly used skills at higher levels; camping, trapping these will be used even less in cu i think. Why not take those and make them weapon skills of some kind? this could include traps as thrown weapons, the other could concentrate on weapon accuracy, speed, etc. (maybe a ranger specific weapon)
Lastly, please throw us a bone, we are all wondering whats going to happen. How are we going to fight the high lvl creatures at such a disadvantage? How soon will changes to Ranger be made? What are some of the ideas for these changes? (didnt smugglers wait for over a year for a promised revamp? this is what I am afraid of) I for one want to take advantage of the chance to move my skills around if I want to leave ranger. Not wait 6 months for a revamp and then re-grind a new prof. Thanks for listening.
Tarantas
Sun Apr 03, 2005 3:55 pm
#9
Lol, this is getting complicated, between the discussions on here and in the TC forum. Anyway, to add my two pennies worth here and expand on what I did there, 'cause I can.
What you want to do by reducing skill points and/or increasing health is to be able to play a certain way. That may not be the best way. What we want IMO is to be able to have the ability to play our Ranger profession. There are many ways for that to happen, grabbing just one and running with it may not be the best. Let's understand WHY we want our abilities, then we can think about HOW we want to get them.
For example (just examples, nothing clever here)
Our statement of need could be to supply creature resources at a higher rate than non Rangers.
This could break down into...
We want the capability to kill creatures to be able to harvest their resources (could add either singly or as part of a group)(assumes that the Ranger has to kill a creature before it can be harvested
)
We want the capability to be able to find creatures (NPC's/players would likely be linked to another "need" statement) beyond our visual range
We want the capability to be able to harvest more resources than other characters of a lesser Ranger level either singly or when grouped.
Now, we can start to examine what makes up these. Again, for example, taking the first one
We want the capability to kill creatures to be able to harvest their resources
Starts to break down into
We want the capability to control the states of creatures = traps, etc
We want the capability to kill creatures with ranged weapons = to hit bonuses, ranged defences, cover, etc
We want the capability to kill creatures at melee range = to hit bonuses, melee defences, higher health(!), etc
Taken this way we don't just look at one potential solution, but have a structured approach to identifying what is our best solution.
Regards
Tar.
What you want to do by reducing skill points and/or increasing health is to be able to play a certain way. That may not be the best way. What we want IMO is to be able to have the ability to play our Ranger profession. There are many ways for that to happen, grabbing just one and running with it may not be the best. Let's understand WHY we want our abilities, then we can think about HOW we want to get them.
For example (just examples, nothing clever here)
Our statement of need could be to supply creature resources at a higher rate than non Rangers.
This could break down into...
We want the capability to kill creatures to be able to harvest their resources (could add either singly or as part of a group)(assumes that the Ranger has to kill a creature before it can be harvested
We want the capability to be able to find creatures (NPC's/players would likely be linked to another "need" statement) beyond our visual range
We want the capability to be able to harvest more resources than other characters of a lesser Ranger level either singly or when grouped.
Now, we can start to examine what makes up these. Again, for example, taking the first one
We want the capability to kill creatures to be able to harvest their resources
Starts to break down into
We want the capability to control the states of creatures = traps, etc
We want the capability to kill creatures with ranged weapons = to hit bonuses, ranged defences, cover, etc
We want the capability to kill creatures at melee range = to hit bonuses, melee defences, higher health(!), etc
Taken this way we don't just look at one potential solution, but have a structured approach to identifying what is our best solution.
Regards
Tar.
Jimguiles
Sun Apr 03, 2005 6:48 pm
#10
I also dont see my role as only killing and harvesting resources. I also see myself as a support fighter in the GCW. In and outdoor battle field a ranger/rifleman should have an advantage over a rifleman. Currently this isnt the case. As we lack the combat class rating. We Rangers can be such dangerous weapons for our respective factions. imperial or rebel. We do have increased abilities that help us in these battles. ie TN and Camo If a trap or camo works against a creature why wouldnt it work againts a npc? It would bottom line. Now we become weakened in this respect by being lumped in with the crafters. I want to have the option of being ranger and still going along with friends to lend support with my rifle on missions and having the option to get into some pvp with friends also. Granted we havent been able to test yet but it would seem it will be as if we have one hand tied behind our backs. Thanks to everyone who is working for changes. Hopefully a dev will respond to us soon.
JBMat
Mon Apr 04, 2005 4:58 am
#11
I have harvestors and no Artisan, so that argument dies quickly. Survey is a not a pre-req of placing harvestors. Having a lot is the only pre-req. That and the credits for maintenance. And yes, I have tons and tons and tons of metals, ore, and all that stuff, and never wasted one point in Artisan.
Healing others - Not my job. As stated we can heal ourselves which was the major reason any Scout/Ranger got medic, self healing. You want to heal others - get medic. Oopso, can't do it, no SP. Sorry.
I don't hink it's fair that we have the largest skill point expenditure and the least amount of unique skills for an elite class. I don't think it's fair other professions get our abilities for less skill points.
The two points mentioned appear to be moot. New points are needed.
JB
AgonThalia
Mon Apr 04, 2005 5:49 am
#12
I would gladly spend the points on ranger if they made the skills worth the hunt. I would happily be a master ranger and a master weapon profession if the abilities in ranger gave me useful benefits to complement my weapon skills.
I am not happy with the way things are going, and i dont think that skill point reductions are the way to go, i think enhancement of the skills we have are the solution.
Rancorrider4
Mon Apr 04, 2005 9:34 am
#13
JBMat wrote:
I have harvestors and no Artisan, so that argument dies quickly. Survey is a not a pre-req of placing harvestors. Having a lot is the only pre-req. That and the credits for maintenance. And yes, I have tons and tons and tons of metals, ore, and all that stuff, and never wasted one point in Artisan.
Healing others - Not my job. As stated we can heal ourselves which was the major reason any Scout/Ranger got medic, self healing. You want to heal others - get medic. Oopso, can't do it, no SP. Sorry.
I don't hink it's fair that we have the largest skill point expenditure and the least amount of unique skills for an elite class. I don't think it's fair other professions get our abilities for less skill points.
The two points mentioned appear to be moot. New points are needed.
JB
Yep. Oh and....
I would gladly spend the points on ranger if they made the skills worth the hunt. I would happily be a master ranger and a master weapon profession if the abilities in ranger gave me useful benefits to complement my weapon skills.
I am not happy with the way things are going, and i dont think that skill point reductions are the way to go, i think enhancement of the skills we have are the solution.
Yep again. The veterans lead the way..........
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