Ranger Archive
Thread: The Offensive Ranger (:D)
Gelotri
Thu Jul 08, 2004 9:01 am
#14
Owen-Lars wrote:Good point. I was trying to think of a way to keep from alienating a combat style. If we get a bow, the melee folks are (mostly) unhappy. If we get a knife, the ranged folks lose out. If we get damage mods, everyone can still be what they want to be. If we get weapons like you suggested in your skill tree, you need to make 2 that have different attacks, mods and artwork.Yeah a very difficult situation:
- If you please the ranged/melee players in the best way you can (ranger only weapons) its a hell of alot of work to put them in.
- If you please both by adding multiplyers then they have to be large enough to make a massive difference and still this option wont be as favourable as the ranger weapons.
- If you cut down on prog time by only doing one weapon type you alienate a combat style which is very bad because imo this community rocks
There needs to be another way we can do this, we just havnt thought of it yet. Id be delighted if the devs invested in getting us out ranged/melee weapon for ranger only but id also be happy (not near as much as ranger only weapons) to get the creature damage multiplyers.Im not sure about most others but i love it when i walk around theed with my bezerker rifle out, people dont often see them and i get like 5-10 tells whilst waiting for buff about people asking about it, what i do, where i got it etc. What i would like is someone send a tell saying:Random Guy: "wow what is that weapon"Me: "High Tech Compound Bow mate"Random Guy: "Wow that looks amazing, how do you get that and how good is it?"Me: "You get the certwhen your master ranger and it enables you to hunt more effectively than any other profession"Random Gut: "Oh cool, it looks great too, thanks for the help"Me: "No probs, good hunting"Or"Hey look! There goes one of those rangers""I thought they were extinct? How do you know""Well apart from the title, he carrying one of those super powerfull bows""Wow what a guy" - lmao sorry couldnt help it hehe
LMAO...funny but probably the way it would go
Seiryuu
Thu Jul 08, 2004 9:04 am
#15
Having bonuses would be best to me because that way you don't end up with every Ranger being a clone of the next. Diversity is good.
That is not to say we could not also get a bow, but it should be optional and provide something different than another weapon. Perhaps we also get a new line of power-ups that only work on the bow and cause state effects or DoTs or the like. Make the bow something special rather than a scout blaster with a new graphic.
Squidwalker brings up the point about having a combat line and dabblers. Such a line is fine (traps can fall into this one as well) where it gives some combat bonuses and things like schematics (traps, bow, suggested power-ups, etc) and certifications. It would be a very good idea to spread a large portion of the modifiers throughout the tree though. Creature Handlers are in agreement that the rearrangement of the tree was done very well to balance out the profession (the changes external to the profession are what did us in).
Utility functions are fine going up in a single line (maskscent, creature knowledge), but anything that dramatically increases a player's power needs to be spread out. The current TKA power line and the former CH Taming and Training show how true this is.
That is not to say we could not also get a bow, but it should be optional and provide something different than another weapon. Perhaps we also get a new line of power-ups that only work on the bow and cause state effects or DoTs or the like. Make the bow something special rather than a scout blaster with a new graphic.
Squidwalker brings up the point about having a combat line and dabblers. Such a line is fine (traps can fall into this one as well) where it gives some combat bonuses and things like schematics (traps, bow, suggested power-ups, etc) and certifications. It would be a very good idea to spread a large portion of the modifiers throughout the tree though. Creature Handlers are in agreement that the rearrangement of the tree was done very well to balance out the profession (the changes external to the profession are what did us in).
Utility functions are fine going up in a single line (maskscent, creature knowledge), but anything that dramatically increases a player's power needs to be spread out. The current TKA power line and the former CH Taming and Training show how true this is.
WookieInLaw
Thu Jul 08, 2004 9:05 am
#16
I vote for the offensive bonus. My only concern, as mentioned above, would be the dabblers. Due to that, I'm going to cast my vote for having the vast majority of the bonus placed in the Master skill box.
Bartholomew_Roberts
Thu Jul 08, 2004 9:08 am
#17
Alright now for my hourly 2 cents. I like the idea of having bonuses spread through all the trees, with the relly important stuff being at master ranger. Now for my really wacky idea. How about the bow is ranged AND melee. In AD&D(yeah im old enough to remember 2nd ed) oyu could use a bow both ways if u spet points on it.
Owen-Lars
Thu Jul 08, 2004 9:10 am
#18
Yeah bart the thought has crossed my mind, i just didnt think of melee abilities using the bow apart from kd and maybe using it as a pike sort of weapon whack all targets around you heh
Cudayn
Thu Jul 08, 2004 9:11 am
#19
Hello all,
I, as a former Master Ranger on Shadowfire and now 2 boxes shy of Master Ranger on Lowca, would like to see the creature to hit bonus, butI have a question for you. When you say that the bonus will apply to all combat professions, does that include Creature handler?
Like one of the posters above shows in his sig, I will be a Master Ranger / Master CH, however, I have taken medic to 4,4,0,0 instead of a support combat profession. I like being a backup healer and I can actually keep my pets alive in combat, just bites to solo.
So.....if CHs are concidered as a combat class and my pet attacks would land more because of a bonusIget because of my inherent Ranger abilities, I would LOVE it
Also a Damage mod for Chs with Master Ranger? Whaddaya say? 
Thanks,
Dunk Wunklin (Lowca)
4,4,2,4 Ranger / 4,2,2,4 CH / 4,4,0,0 Medic
Message Edited by Cudayn on 07-08-2004 09:14 AM
Owen-Lars
Thu Jul 08, 2004 9:17 am
#20
Although creature to hit would be nice and should be made to work on your pets too. Its something i would gladly refuse to get something else.
Damage is where its at people, it will still be after the cb, no matter how weak they make us the way you survive is not being able to last hours taking hits from a creature, its killing the thing before it kills you. I am able to take massive creatures solo simply because i can kill it fast than it can kill me, nothing else, i can do enough damage to it before it starts attack me that it dont matter how hard it hits me, he's going down before he can work on me.
I think our main priority if we get this idea is to push for dps increases. We NEED to be doing more damage than any other possible template to creatures, thats our job.
Traps WILL start to come back into play once the cb hits, more specifically scout traps (phaescene) but just being able to hold the creatures off isnt a big enough motivation and advantage when a stacker can kill the beast faster than you can. Whats the point of being this master hunter when another guy can kill better than you, maybe at higher risk but thats not the point, harvest collection and loot collection dont give a **edit** about you ability to hold off attack only how fast you can take it down.
so thatsit: DAMAGEDAMAGEDAMAGE
Message Edited by Owen-Lars on 07-08-2004 05:20 PM
EbeLightcloud
Thu Jul 08, 2004 9:23 am
#21
My first thought was this was a follow-up to the hunting ethics question 
I think having a bonus to choosin combat class is a good idea. Let the dev's give us something for the CB and to tie us over till they can get to our profession properly
Ebe
Owen-Lars
Thu Jul 08, 2004 9:26 am
#22
I think having a bonus to choosin combat class is a good idea. Let the dev's give us something for the CB and to tie us over till they can get to our profession properly
/Sign
All for it aslong as it's worthwhile and only to put us on 
Nastzguehl
Thu Jul 08, 2004 9:29 am
#23
Owen-Lars wrote:
Although creature to hit would be nice and should be made to work on your pets too. Its something i would gladly refuse to get something else.
Damage is where its at people, it will still be after the cb, no matter how weak they make us the way you survive is not being able to last hours taking hits from a creature, its killing the thing before it kills you. I am able to take massive creatures solo simply because i can kill it fast than it can kill me, nothing else, i can do enough damage to it before it starts attack me that it dont matter how hard it hits me, he's going down before he can work on me.
I think our main priority if we get this idea is to push for dps increases. We NEED to be doing more damage than any other possible template to creatures, thats our job.
Traps WILL start to come back into play once the cb hits, more specifically scout traps (phaescene) but just being able to hold the creatures off isnt a big enough motivation and advantage when a stacker can kill the beast faster than you can. Whats the point of being this master hunter when another guy can kill better than you, maybe at higher risk but thats not the point, harvest collection and loot collection dont give a **edit** about you ability to hold off attack only how fast you can take it down.
so thatsit: DAMAGEDAMAGEDAMAGE
Message Edited by Owen-Lars on 07-08-2004 05:20 PM
I totaly agree, i bet most of us have no problems hiting a creature. A dmg multiplier of some sort would benefit us more i guess.
Seraph00X
Thu Jul 08, 2004 9:30 am
#24
one thing for everyone concerned about dabblers:
We already have that, since a TON of people just get ranger for the tracking line. Having a hutning line that has our combat modifiers wouldn't really make anyone dabble any more than they already do in my opinion.
We already have that, since a TON of people just get ranger for the tracking line. Having a hutning line that has our combat modifiers wouldn't really make anyone dabble any more than they already do in my opinion.
Vorpaks
Thu Jul 08, 2004 9:36 am
#25
I agree with the offensive bonus idea. I do love the idea of a anger weapon, but I agree with all the unfairness arguments. Also, what happens when you run across a creature with 100% resists to that damage type?
Calculus_Entropy
Thu Jul 08, 2004 9:42 am
#26
Vorpaks wrote:
I agree with the offensive bonus idea. I do love the idea of a anger weapon, but I agree with all the unfairness arguments. Also, what happens when you run across a creature with 100% resists to that damage type?
You just inspired me to think of a very powerful skill....what if Ranger's attacks, no matter what weapon is equipped, would treart a mob as if it had no resists? /drool.../wakes up for daydreaming...