Ranger Archive
Thread: Ranger correspondent feedback
Hey all, rare reader, rarer poster. All the same, this thread has drawn my attention. This is the first time I've actually read the original intent of the Ranger profession, and I was blown away. The first several pages showed that I wasn't the only one, but then the cheers turned into whining and bickering. Bah.
So I'll chime in with my own take on things, and leave it at that.
Conceal: Should work on creatures and NPCs, as advertised. It's good that they removed the flora component, too. So long as it works as advertised (ie, harder to break, lasts MUCH longer) it's worthwhile.
Frontiering: So far, so good. I'm personally of the opinion that "high tech" shouldn't be in it, but I'll take what I can get. Repelling should essentially, as someone commented earlier, remove the characters within the camp from NPCs and creature's perceptions. If someone attacks from within the camp, this should break, of course, until combat is ended. Essentially, it should only keep creatures and NPCs from aggroing on someone already within the camp. The "hunting blind" sounds really cool, and I'm definitely hoping it's still on the menu. If it, and other specialized camps are still coming, I'd like to know what some of the others are.. And not crazy stuff like cloning centers or cantinas, or such. Maybe a shuttle beacon, but it DEFINITELY shouldn't be made with natural materials.
Tracking: Areatrack works pretty well as is, but I will say that an increased range would be nice, esp. considering that vehicles can now cover 400m more quickly than a Ranger can track and discover what's about. Also, a few issues involving the proximity of buildings could definitely go away, and make me a much happier wookiee. That advanced tracking idea sounded really awesome too. It would definitely need some balancing issues like being available to Master Rangers only, but it would make Rangers that much more useful.
Traps: Rescue is.. questionable. As a wookiee and a rifleman, I don't generally want things trying to beat on me, so I can't say as I'd want to pull things onto myself, even to save a friend. Generally, me headshotting or mindshotting will keep critters from deathblowing my friends, so I see no advantage in getting myself db'd instead. On the other hand, those stationary traps would have me falling in love with trapping. As a rifleman, I don't generally get close enough to my prey to make traps worthwhile. Now, if I could lay traps between myself and the enemy, I would use them all the time. If this is currently in-game, I apologize for not noticing, but I loathed trapping while working Scout, so I've not given much attention to the Tracking Tree.
PvP: I think Rangers are fine with the PvE focus; We just need to be the undisputed masters of the wilderness. The tracking was a great addition, and concealment still has the potential to be, if it can be made to work as advertised. But right now, we're still essentially a neglected profession. I, personally, don't want Rangers to be PvP-focused (though the ability to use traps etc. against pets is definitely appropriate to me) because that's not what Rangers are to me. I also don't see the desire of many to draw a lot of people to Ranger; Rangers shouldn't be an overly popular profession, as they're loners by nature, and should generally be somewhat rare to find, and valuable in their specialty. As it is, Rangers are take-or-leave, even when hunting, and that simply will not do.
Traps: Rescue is.. questionable. As a wookiee and a rifleman, I don't generally want things trying to beat on me, so I can't say as I'd want to pull things onto myself, even to save a friend.
While I'm excited to see the conversation growing in the In Concept thread dedicated to Rangers, I think they'd go along way to addressing some of our oft-repeated issues if they just went ahead and implemented what Raph said back in August.
heh, nice to see that I'm not the only one dissapointed with this class. I've been slow getting on the forums, and I see that the big issues have been stated.
Conceal.......broken. When they do decide to fix it I think it would be sweet if it added a layer of clothing, like the chewbacca wear (aka gillie suit) And it's CAMOFLAGE for f***ssake! It should conceal from creatures and sentients alike! And it should hide from players to. Not to make them invisible, but to cover them in a layer that would make it difficult to disern them and make the name over their head dissapear. That would be tru camolage ![]()
Camps.......handy, but broken (don't keep the nasties out) A faster wound heal rate would be nice also on the best camp, or higher, but thats just because I'm TK and feel sorry for the people without meditate. And if it's so dang high tech, why can't entertainers heal BF?!
Traps..........not enough of an insentive to use on the regular. Maybe remake advanced versions of scout traps with an AOE (every other class has them)
Tracking.......well, thats more of an issue with the server stability and accuracy really, tho track player is useless with the veichles out. A wider range would help with tracking players and anything else for that matter. You'd think a ranger would be able to know whats around him or her by the enviornment anyway.
Rescue......nice for people who have melee mitigations, but while I'm on it they need to make it so that melee people also can enjoy the creature to hit bonus. This skill is not as popular with ranged combatants as we all sacrifice being a PvP hybrid to be outdoorsy, so it would make sense for melee to also have that bonus. If the devs need an excuse it's because the ranger has become able to predict the movements of the creature and catch it off gaurd or somethin like it. I can't say that it doesn't, but the in-game discription says ranged specificly.
These are just things that would make rangers elite outdoorspersons as well as able to support players in PvE like you'd think they would. The camo idea would also make them alot more colorful and add value to their presance in PvP, tho on my server we Imps would get owned. There arent a lot of Imperial rangers, at least that I've seen. The devs need to realise that by becoming master rangers, we have given upmost of ourchance of having sucessful PvP encounters as well as providing any real services to other players. We are a convieniance at best, and that really needs to change. I won't be giving up this class because of the character I play in this game, but it does suck to get my butt kicked by every rebel that catches me alone. Props on the +10 to ranged and melee defences at master.......how about 20 and some resist to KDs and stun and posions and such. We fight spiders and crap for a living, you'd think we'd start becoming immune.
...............balance..........
Fistly hello to all fellow rangers,
i have read this for the first time and there is much that makes sense. I love being a master ranger but it is an overlooked and under powered character class, as has already been said, it takes 2/3 of our skill points to become one!
Camps...
I love the high tech field base, it looks so cool. How bout give it a mine field that we can populate with traps (not mines) as a defence for our camp, means we do more for its defence. That or give rangers a new ability to set camp defences on any level of camp but keep it to a high level ranger skill to do so. And the abandoning camps due to combat, i think that is rubbish...... means we cant defend ourselves, whats the point?
I also think that the ultimate camp should have the same effect as cantina's, so that entertainers can heal BF in them, after all dont tired adventurers settle down of an evening to make camp and sing song's, tell stories and sing ballards to help them relax and recover for the next day?
Traps...
I personally have stopped using them, you need to get close to use them, they hardley ever work and when they do they dont do much. I like the idea of being able to set traps, not just use them like some other form of grenade. Making traps to defend your camp or set up a defence system for when you are hunting would very cool, they should be static, I mean when did you ever see a trip wire being thrown....? They should be set in place.
Dont know if people agree....?
Frontiering...
I love being able to outrun people over terrain of all types... its great.
Conceal....yeah its BROKEN, mask scent works a lot better. I like the idea of the visible effect on the charcater, like the ghilly suit and the removing our name from above our heads, so as to make us harder to find but not impossible, that would be too powerful, especially in PvP (but then i have never won against anyone in PvP as we have no defence's like the other classes have, even a dancer gets better defences than us!)
Tracking...
Its great for hunting anything. I like it.
Only improvement i would like to see is a more accurate direction indicator. The best would be tracking works like the /find option.
I also agree with some of the comments that we are ment to be the ultimate in outdoors survival, how bout give us better resists versus poison, disease etc. better melee defence, after all we are ment to be PvC based.
One final thing, harvesting.... come on, where is the harvest all function? A master scout can harvest almost as much as i can!
Hope i havent bored you guys,
Chak'ka Diwa.
Master Ranger.
Chimaera.
I like youre idea of trap wires and that the conceal skill should remove the sign over our heads... [but i do onsist on making our radar dot yellow... or totally remove it... prefer yellow though. Then it wont be too powerful in PvP but you can hide from another player if they arent expecting you to be there ![]()
Sneaky Ranger...
Rangers are getting a whole new trapping system. Instead of throwing their traps at a target like Scouts, Rangers will deploy their traps on the ground. Each trap will have a different kind of effect. Here are some examples:
Heavy Claw Trap - In order to use this trap, you'll need to draw a creature across it. When the creature draws near enough, the heavy claw trap snaps shut, rooting the creature. The stronger the creature, the more likely it will eventually work itself free.
Lure - A lure can be filled with meat or greens to attract nearby creatures. A creature who detects a lure might break off from its packmates to inspect it.
Tripwire - The tripwire trap can be laid against NPCs as well as creatures. A target who runs across the tripwire will be knocked on his back for a short time.
These unique traps should increase the Ranger's effectiveness soloing and in groups.
Did these traps ever materialize? I can't remember ever seeing these added. Would be nice though.
Blizzard_Beast wrote:
I'd like to apply aHeavy Claw Trap on GreenMarine right now...
Hah, like that would work. You know it'd fail on your first attempt thrown..