Ranger Archive
Thread: Scout/Ranger Traps
Show of hands, how many remember the nerf on bone spurs, which if you tossed about 3 at a durni would kill it? Mind damage was really good, but it got nerfed way back. You could about drop rancors if you kited enough with just bone spurs.
Phenix1050 wrote:
while right now we focus on creatures, this is, in my mind,a gross mistake. Having one profession only able to hunt/kill one type of enemy is simply stupid. To compound this by not giving them the ability to damage this one type of enemy is flagrant stupidity. We need to move away from the creature-centric idea if our revamp is going to be usefull at all. there are only so many tools you can give us in terms of creatures. to become usefull, we need to stop looking at what we are (creature-only) and focus on what we SHOULD be, which is a viable profession in all aspects of the game.
Especially given the GCW focus for an end game. If the game is meant to be based around the GCW, a profession shouldn't be kept out of it (especially with skill point costs as they currently are). Keeping 1/4 of our profession creature only means that 1/4 of our profession is not directly useful in the GCW (one might argue that creature supplies are indirectly useful for the GCW but I doubt the content will be based around collecting enough hides or meats).
And I don't see the ability to use traps on players and NPCs as overpowering in the least bit. Standard combat professions can cause the same states (well, most of them) on both creatures and NPCs. Why should our ability to cause those states be limited? Do we get any benefit for that trade off? Not that I can see.
Creaturetaimer wrote:but if you take a pot shot at something that is "rooted" they get free and can move again. its an escape tactic only
Make up a case of A-Meshes. Throw half of them at some small thing and don't attack. Throw the other half and attack.
You will then be able to drop this silly idea of the "rooted" duration being anything other than random.
agent156 wrote:
Make up a case of A-Meshes. Throw half of them at some small thing and don't attack. Throw the other half and attack.
You will then be able to drop this silly idea of the "rooted" duration being anything other than random.
agent156 wrote:
Creaturetaimer wrote:
but if you take a pot shot at something that is "rooted" they get free and can move again. its an escape tactic only
Make up a case of A-Meshes. Throw half of them at some small thing and don't attack. Throw the other half and attack.
You will then be able to drop this silly idea of the "rooted" duration being anything other than random.
But I did my first half of the case with no weapon equiped and standing out of punching range. Second half with a weapon equiped in range.
They acted exactly the same.
This should is the kind of thing that should be in our faq. Its always kinda of bothered me that while we have the best forum, our guides/FAQs don't hold a candle to any other prof I've looked at.
Owelo wrote:
Ok if you look at rangers in both rl and storys they have always been masters of the wild, not creatures, they could track anything(same as we can), remain unseen in there enviroment (as we can't), and set traps for anything or anyone (again we can't). If we can track a player i see no reason that we can't trap one. For those of you that disagree please explain to me how a player or npc cannot be affected by a flash bright enough to blind, or a poison that will slow them down. Combat medics can poison or disease players, we use as many skill points, why can't we be actual rangers. "Masters of our enviroment, not masters of just avian meat and camps."
/CHEER
I definately agree with this.