Ranger Archive
Thread: POST CU: RANGER DIRECTION
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KundoJet
Mon Apr 18, 2005 1:05 pm
#14
Calculus_Entropy wrote:
Balrozgul wrote:
Owen-Lars wrote:
I was thinking more along the lines of this set-up:
Offense: 2
Defense: 3
Crowd Control: 4
Thanks Owen thats exactly along the lines that I was thinking of.
If the devs said we were going to be a combat class then I would hope for that setup. If we were given a combat support role (which I hope we will in the RR), I would hope more for:
Offense: 1
Defense: 3
Crowd Control: 5
We really don't need to be damage dealers (though a critical hit 'skill' would be nice) as we have, and should have, a combat profession in addition to Ranger. No, I don't think Crafter + Ranger should be combat viable. I think, as masters of the wilderness and knowledgeable in the ways of creatures, we should be able to get a creature to do what we want/expect it too...draw them into traps, scare them away, distract them from some other quarry, etc.
One consideration here is whether Rangers are expected to get these modifiers when dealing with non-creature NPCs and other players. I've seen people on both sides of this discussion, but it is important to remember that a NS Elder is somewhat less likely to be affected by a leg trap than is a slicehound... perhaps 2/3/4, with some bonus crowd control modifiers specifically for combat vs. creatures... Overall, though, I agree that this is the way to go.
Owen-Lars
Mon Apr 18, 2005 1:11 pm
#15
I also see where you are coming from calc, i originally was going go put down 1/3/5 but then thought of the damage bonuses id have with camps so put it up a notch.
Balrozgul
Mon Apr 18, 2005 1:29 pm
#16
Another reason to potentially make offense a (2) is not necessarily a weapon of our own per se, but perhaps a bleed trap would be extremely appropriate to what we do.
Calculus_Entropy
Mon Apr 18, 2005 2:03 pm
#17
Balrozgul wrote:Another reason to potentially make offense a (2) is not necessarily a weapon of our own per se, but perhaps a bleed trap would be extremely appropriate to what we do.
Yeah, but are bleeds (in the CU) really that powerful? I kinda look at them as nice, but not necessary. Something like a bleed trap would really only push us up from 0 to 1 in offense (in my happy little world
I am of the unpopular school of thinking that traps really shouldn't do a whole lot of damage, BUT I will accept more damaging traps as our Ranger weapon, if we ever get one. How's that for double talk?
Message Edited by Calculus_Entropy on 04-18-2005 03:05 PM
Rcol
Mon Apr 18, 2005 2:37 pm
#18
JBMat wrote:
I think Ranger should be the premier PvE class. Some skills will carry over into PvP, but primarily, we are PvE. (Those of you wanting PvP, go be a BH or Commando)
Any armor certs we get should be for armor that will protect us from creature attacks, primarily kinetic. We should get some offensive and defensive bonuses, but again, mainly against creatures. The argument that a great creature hunter will be an good man hunter is there, but can be disproven too easily - animals don't shoot back and the use of tactics by animals is limited. Yes, animals attack back, some with spitting attacks, but that is not shooting. Pack attacks are a social behavior, not a tactical choice.
We should be the premier harvestors in the game. We have that. We should be somewhat, but not totally, self sufficient. We shouldn't be exempt from grouping, but a smart Ranger doesn't need a group. No, we should not be soloing Krayts on a regular basis, but a smart Ranger - given enough time and tactics - will be able to once in a while.
Weapon certs. Nope. None, unless you are talking about a Ranger specific weapon, such as the bow or something like that. One of the appeals to Ranger is that any weapons class can go for Master. I am sick and tired hearing how Rifle/Ranger is the way to go. I can dispell that rumor really fast as I am a pistoleer and can drop many creatures faster than with a rifle, take no more damage than the rifleman, and I don't need a freaking tin can to harvest for me.
Traps for Rangers need a massive upgrade. The effects need to work, or be removed. We need more traps and the traps we have need to have AOEs. Think of Scout as your feeder class, like in a combat profession. You get a basic skill, then it gets improved upon. That is how traps need to be.
Camps need to be reworked in re: the modular design. This promotes interdependence and grouping. Remember, an HTFB is as good as a medcenter, and way cheaper than a med droid. We don't need to steal meds from the Medical lines, nor should we. We should get some resists to animals attacks, like poison and disease, but no ability to heal such. Our camps should be able to heal them though.
Our PvP role should be limited. We are not PvP. We cause too much HAM damage to be classed with those slackers. The average Ranger causes more HAM damage in a trip to the outhouse than most PvPers cause in a day.If PvP disappeared tomorrow, I would not shed a single tear. I want to be able to hunt and harvest as one of the best.
We don't fit in the profession schematic by the Ranger class. The schematic if you looked is mainly PvP, although many can argue that some PvE (NPCs mainly) fits. There should be another schematic for us.
JB
i /agree 100% but what is "AOS's"?
Creaturetaimer
Mon Apr 18, 2005 2:53 pm
#19
Rcol wrote:
JBMat wrote:
I think Ranger should be the premier PvE class. Some skills will carry over into PvP, but primarily, we are PvE. (Those of you wanting PvP, go be a BH or Commando)
Any armor certs we get should be for armor that will protect us from creature attacks, primarily kinetic. We should get some offensive and defensive bonuses, but again, mainly against creatures. The argument that a great creature hunter will be an good man hunter is there, but can be disproven too easily - animals don't shoot back and the use of tactics by animals is limited. Yes, animals attack back, some with spitting attacks, but that is not shooting. Pack attacks are a social behavior, not a tactical choice.
We should be the premier harvestors in the game. We have that. We should be somewhat, but not totally, self sufficient. We shouldn't be exempt from grouping, but a smart Ranger doesn't need a group. No, we should not be soloing Krayts on a regular basis, but a smart Ranger - given enough time and tactics - will be able to once in a while.
Weapon certs. Nope. None, unless you are talking about a Ranger specific weapon, such as the bow or something like that. One of the appeals to Ranger is that any weapons class can go for Master. I am sick and tired hearing how Rifle/Ranger is the way to go. I can dispell that rumor really fast as I am a pistoleer and can drop many creatures faster than with a rifle, take no more damage than the rifleman, and I don't need a freaking tin can to harvest for me.
Traps for Rangers need a massive upgrade. The effects need to work, or be removed. We need more traps and the traps we have need to have AOEs. Think of Scout as your feeder class, like in a combat profession. You get a basic skill, then it gets improved upon. That is how traps need to be.
Camps need to be reworked in re: the modular design. This promotes interdependence and grouping. Remember, an HTFB is as good as a medcenter, and way cheaper than a med droid. We don't need to steal meds from the Medical lines, nor should we. We should get some resists to animals attacks, like poison and disease, but no ability to heal such. Our camps should be able to heal them though.
Our PvP role should be limited. We are not PvP. We cause too much HAM damage to be classed with those slackers. The average Ranger causes more HAM damage in a trip to the outhouse than most PvPers cause in a day.If PvP disappeared tomorrow, I would not shed a single tear. I want to be able to hunt and harvest as one of the best.
We don't fit in the profession schematic by the Ranger class. The schematic if you looked is mainly PvP, although many can argue that some PvE (NPCs mainly) fits. There should be another schematic for us.
JB
i /agree 100% but what is "AOS's"?
AOE:
Area of effect. can be described as splash damage. or in JB's version splash states
Calculus_Entropy
Tue Apr 19, 2005 12:13 am
#20
Balrozgul wrote:Owen-Lars wrote:I was thinking more along the lines of this set-up:Offense: 2Defense: 3Crowd Control: 4Thanks Owen thats exactly along the lines that I was thinking of.
If the devs said we were going to be a combat class then I would hope for that setup. If we were given a combat support role (which I hope we will in the RR), I would hope more for:
Offense: 1
Defense: 3
Crowd Control: 5
We really don't need to be damage dealers (though a critical hit 'skill' would be nice) as we have, and should have, a combat profession in addition to Ranger. No, I don't think Crafter + Ranger should be combat viable. I think, as masters of the wilderness and knowledgeable in the ways of creatures, we should be able to get a creature to do what we want/expect it too...draw them into traps, scare them away, distract them from some other quarry, etc.
Balrozgul
Wed Apr 20, 2005 12:06 am
#21
Calc wrote:
Yeah, but are bleeds (in the CU) really that powerful? I kinda look at them as nice, but not necessary. Something like a bleed trap would really only push us up from 0 to 1 in offense (in my happy little world ).
I am of the unpopular school of thinking that traps really shouldn't do a whole lot of damage, BUT I will accept more damaging traps as our Ranger weapon, if we ever get one. How's that for double talk?
I am of the unpopular school of thinking that traps really shouldn't do a whole lot of damage, BUT I will accept more damaging traps as our Ranger weapon, if we ever get one. How's that for double talk?
Yeah they aren't particularly great, but consider that fencer gets an offense of (4) by including bleeds among their merits. Id be happy with (1) or (2) on offense by including bleed traps as opposed to our own weapon certifications, as weapon certs would tend to push us into certain professions to better support those weapons alone.
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