Ranger Archive
Thread: Corr Summit What changes/fixes do we want?
This helps Scouts, Rangers, Creature Handlers and anyone that participates in the GCW. It gives camps a bit of a boost with a desirable trait instead of a forced use. Right now this might not be a huge benefit, however once the combat balance and GCW revamp hit, a lot of people will enjoy this change. (It was also something N'Raas and some of us pushed for but has since fallen by the wayside.)
Here are non revamp suggestions, but since we don’t know or understand their db structure, its anyone guess what quick fix is feasible
1) increase harvest rate (dramatically?) for Ranger at Master status; a potential problem is that this is a percentage system, where your harvest amount is a percentage of the possible whole -- if this is the case they would have to nerf everyone else in order to give us the bonus we need.
2) melee and ranged defense, or give a tangible dodge bonus; as masters of the hunt we should be able to withstand more dmg
3) allow/areatrack to act as a creature spawn system by calling the mission module
- display animal list, and in addition to spawned creatures display n non-spawned creatures;
- these creatures are not bound by group v creature lvl but by a weighted selection of the planet's spawn, with an exception made for spcl mob (i.e. something that should only appear in a cave or POI) this break from group v creature lvl being the only deviation from code already in place
- allow user to select a mob and if it wasn't already spawned - spawn it just like the missions do -- but do not create waypoint
4) spread the bonus to harvest and tracking among the skill tree; the only "useful" attribute is contained entirely in one tree making it not too relevant to be Master, and making 0040 Rangers essentially equals to Masters in terms of utility.
Not on the top of my list:
1) creature to hit bonus -- I really have little problem hitting creatures. This only seems useful to someone who went Master Ranger and non-master combat profession; I'd hate to get this at the expense of something more widely useful like harvest amounts or defense
Don’t think they can do easily
1) dmge increase; this seems to be weapon type specific, so they would have to give all weapon types; while possible it would seem strange to see a bonus for every marksman and every brawler profession in Master Ranger and would likely lead to a nerf stick cry; seems like a revamp item
2) camp changes; what has been proposed is huge
3) trap changes; as these are player created devices there is more to them than a loot drop add, including but not limited to determination of the effects of components on the traps effectiveness -- this may be a reusable algorithm but then may not be
Anyway, that’s my two cents -- really for me camp usefulness and spreading the harvest and tracking bonuses about are my only quibbles with this lifestyle.
Dran Eico
Teras Kasi Master
Ranger
Lt Colonel of the Rebellion
- Harvest mod. Has to be done
- If possible, harvest all of the creature
- Hardiness. This would be in the form of reduced HAM cost (we get it for /burstrun already) across the board. Some reduced damage across the board would also make sense.
- Creature Knowledge contributing to a damage and to hit mod. For everything. And none of that silly +10 crap, it should be noticable and compensate for the use of 140 skill points that we can't use on a combat prof.
- Ditto for defenses and wilderness survival tactics. Again, to compensate for an inability to get a "defence template" there should be something here. Maximums would still apply.
one, some or all should take place while we wait for combat revamp. Only other thing I would add is the agro problem (make the camps that were supposed to have that, have that) or stop the disband if you are in combat. The one was ment to be there for the other and is now very, very silly. I would also like to see camps able to make desease and poison end faster then the normal period. Full cure, wihile would rock
, but are to intrusive to docs.