Ranger Archive

Thread: Corr Summit? Any official Dev Threads on this? If no, why not?

dukdodgers
Wed Aug 04, 2004 11:04 pm
#14


I would love to see our traps usable on player characters and NPC's alike. I think our traps would bea great way to integrate Ranger into PvP, but also add another dimension to PvP.


Message Edited by dukdodgers on 08-05-2004 04:47 AM



NAVI OK'COR / RAWLF
~Navi - Constant State of Change~
~Rawlf - Master Ranger / Master Rifleman~
"Now go away or I shall taunt you a second time"

Owen-Lars
Thu Aug 05, 2004 3:14 am
#15

I would love to see our traps usable on player characters and NPC's alike. I think our traps would bea great way to integrate Ranger into PvP, but also add another dimension to PvP.







Traps that work on NPCs would realy be a very powerfull tool and make ranger very attractive to have but think about it, how overpowering couldthis be?


/throw adhesive mesh - Stops em dead

/throw flash bomb - blinds them (AOE)

/throw sonic pulse - stun and dizzy them (AOE)

/throw glow-wire - ranged/melee defenses down

/throw pheascene - cant catch you


Basically kiss any melee guy against a ranged ranger (hehe) goodbye. All you would need to do was spam phaescene and adhesive meshalternativelyand bring their defenses down. Same thing against a ranged combatant and melee ranger. Stop the ranged guy in his tracks, sonic pulse him (stun anddizzy) KD and bang he's dead.


Oh and not to mention the amount of grief we would get from the jedi powergamers lol. Can you imagehow much they would whine if youcould stop em from running? slow them down so even if they use force run they still only run like a pre-nerf jaxx.


Screw it, lets just do it, i wanna see the reactions of the jedi.







Perhaps a tradeoff would be having only certain traps that can be used in pvp but i bet as soon as we get them they will either be totally useless OR be powerfull enough to cause the pvp crowd to moan that they cant do the same thing.



THORTAC BALCOR
The Lost Ranger
RANGER
Calculus_Entropy
Thu Aug 05, 2004 8:14 am
#16






Nemo0 wrote:






Calculus_Entropy wrote:





Owen-Lars wrote:

Hey calc, do you think the devs would be interested in /TRACK or isnt it in line with what is being discussed?







I will certainly bring it up. I will make a post in the next week or two with what I will focus on. Here is a quick list:



  • Ranger defense mods

  • Harvesting bonus

  • Spawn Rates

  • /track

  • stealth

  • stealth

  • stealth







No traps? I can see how camps might not necessarily fit in combat discussions but traps definately should (if only to give the 5% min success rate/95% max success rate that poisons and such now have). But even camps should be mentioned (as they should help recover fromand prepare for combat).


Edit: Forgot a word.


Message Edited by Nemo0 on 08-05-2004 02:41 AM





That's why I said I said this is a quick list!



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Calculus_Entropy
Thu Aug 05, 2004 8:16 am
#17






Squidwalker wrote:

On the defence mods portion calc, I think the addition of the doc buffs to resist poison and disease is our in for that. There is now a sistem for sure in game where a character has a chance to resist disease and poison, from the new doc buffs. All we would like is to have an innate amount of that built up through ranger. We would of course still be susesptable to the 5% chance to resist and 5% chance to get hit no matter what. Basically meaning a master ranger with uber doc buffs is not still not impervious to CM stuff. But it would probably be limited to only the 5% at that point. This defence bonus is intended to be all around disease and poison resist right? And not just vs animals? It's a way for ranger to have a roll in PvP, and help with the effectivess of CM.


And then of course our damage reduction/dodging/ what ever vs animal damage.






My thought exactly...



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
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