Ranger Archive
Thread: Proposal: Fast mini-revamp while we wait
If we can't even get the revamp to test center yet, why would the devs make any changes to the present day Ranger prereqs?
A skillset being moved to the Scouting profession in the future. This futuredefinded as:from tomorrow to 2 years or more from now.
Yes these mods look nice, having a lower prereq would be nice, but why waste any effort on these ideals only to throw it away when the revamp hits?
Phenix1050 wrote:
quick question- how do you propose removing pre-reqs when every ranger line builds on the scout ones?
I proposed to eliminate the Hunting and Survival lines as prereqs because the corresponding Ranger trees may build upon them, but don't depend on them. Tracking confers tracking skills and creature knowledge/harvest bonuses. Without the Hunting line those would all still work, but your total bonuses would be less.
Survival, admittedly, I picked because of its expendability. If you chose to drop Survival you'd have a forage bonus with no /forage command — horrors — and no schematics for the camps you could use at your low camping skill. You'd have to buy them second hand. But then Doctors and Combat Medics already do that, and again it would be the player's choice.
It would actually be painless to remove Exploration as a prereq. A Ranger with Wayfaring but not Exploration would have camo but not /maskscent, so he'd have to craft to conceal, and his terrain negotiation would only add up to hill climbing instead of fast crawling.
And I'm NOT proposing that Rangers would be forced to drop these Scout trees. If you want to deploy HTFBs, keep the Survival line. If you're a hardcore harvester keep Master Scout.
Wyndinn makes the only real argument against this, that it could conflict with the revamped Ranger pre-reqs. But we already face that with the Carbines 4 requirement.
One more reason I propose this is that SOE has successfully changed prereqs many times. We're not asking them to figure out anything new. Whereas six months after the CU, Adhesive Mesh is still broken. If Adhesive Mesh worked I probably wouldn't be typing any of these posts.
KapowBzapp wrote:
Phenix1050 wrote:
quick question- how do you propose removing pre-reqs when every ranger line builds on the scout ones?
I proposed to eliminate the Hunting and Survival lines as prereqs because the corresponding Ranger trees may build upon them, but don't depend on them. Tracking confers tracking skills and creature knowledge/harvest bonuses. Without the Hunting line those would all still work, but your total bonuses would be less.
Survival, admittedly, I picked because of its expendability. If you chose to drop Survival you'd have a forage bonus with no /forage command — horrors — and no schematics for the camps you could use at your low camping skill. You'd have to buy them second hand. But then Doctors and Combat Medics already do that, and again it would be the player's choice.
It would actually be painless to remove Exploration as a prereq. A Ranger with Wayfaring but not Exploration would have camo but not /maskscent, so he'd have to craft to conceal, and his terrain negotiation would only add up to hill climbing instead of fast crawling.
And I'm NOT proposing that Rangers would be forced to drop these Scout trees. If you want to deploy HTFBs, keep the Survival line. If you're a hardcore harvester keep Master Scout.
Wyndinn makes the only real argument against this, that it could conflict with the revamped Ranger pre-reqs. But we already face that with the Carbines 4 requirement.
One more reason I propose this is that SOE has successfully changed prereqs many times. We're not asking them to figure out anything new. Whereas six months after the CU, Adhesive Mesh is still broken. If Adhesive Mesh worked I probably wouldn't be typing any of these posts.
All very nice proposals thank you for contributing to the Ranger experience.
Hope to see you after the Ranger Revamp. Whenever that is.