Ranger Archive

Thread: Ranger Skill Points: Post CU

Vorpaks
Sun Apr 03, 2005 9:02 pm
#27



glory wrote:


AragornSoS wrote:


MsNiL wrote:
The Ranger profession needs to be reduced 14sp, or fix it like they did with image designer:
1
1111
2222
3333
4444
6



Please, no. I don't want Ranger to become a less valued "joke" class or be seen as less worthwhile or anything like that. If that was the only thing the devs can think to do with Ranger as I look over all the threads by Calc, Owen, Nemo, Phen, WildBil and everyone else with enough ideas to build 2 or 3 complete professions from.... that's just sad. I don't care about having the highest point cost in the game, I just want it to be WORTH it. I want my health to reflect the fact that I MUST do combat for the entire trapping line, and at LEAST to get enough scout XP to earn MaskScent - only way to get the Scout XP is Maskscent or harvesting, and you only get the option for harvesting until you get Explore 2, so.... am I supposed to pet the fur off the back of the womp rat? Tickle the meat off the bones of a gorg? Maybe Scouts will be able to use /slap to 1-hit kill every noob creature to work up Explore 1 and Explore 2 6-12 xp at a time.






HOW in the world do we become a joke class when we have to master scouting unlike any other class who goes on to an elite profession? We need a skill point reduction so we get what everyone else is getting...it is called balancing the professions and we get left in the cold the way it is now. PERIOD


Right now I think "balancing" Ranger by reducing the skillpoints would be a knee-jerk reaction kind of change. And it would be a change that I suspect we would not be able to return from.

Not to mention if they did reduce the skillpoints as they decreased them for other profs, what would they change? I am guessing they would get rid of the camping and trapping pre-req lines. Then we would be exactly the Rangers we are today but without adhesive mesh/scout traps or low level camps. I don't know about you but I use the scout traps far more often than the Ranger ones. And consider - how would the mods work out? Do you think they would spend the time to balance out the fact we loose all those trapping and survival mod points? What exactly does that do to our skills? Knee-jerk reaction changes strike me as potentially a very bad thing.

If a change is going to happen I want it to be well thought out and in line with our coming revamp. At the same time I don't want Ranger to suffer while we wait. And I definitely dont want to loose camps and traps altogether in our coming revamp because we no longer have the pre-req for them. I think we need some developer communication on this (like most things lol). Hopefully Owne and JB can get that for us. /crossfingers



Paks
Master Ranger/Master Creature Handler
-I support ATK play

Kyei
Mon Apr 04, 2005 3:00 am
#28

Had a quick scan, but cant seem to find it, has anyone listed the skill trees for the post-CU ranger (seen it on other proffs so guess it might be possible).


Having seen some modifications to other proffs (MPowers and MRifles) i would expect to see something in the line of:


Camo kits - giving some kind of stealth ability to the ranger (much like 'cloak' from Jedi or cover from rifleman), which is possible to apply to other people (or have it so that anyone within 32m of a ranger is removed from a radar).


Track - the abiltity to unmask a cloaked or covered character.


Would these 2 abilities make the ranger+ 1Master proff viable for the skill points (plus traps, camps and scouting)?


Just a few thoughts.


-Kyei
Kalaf
Mon Apr 04, 2005 4:10 am
#29

"This means I can't get any novice skills... I can't get Medic, which is a "must" for a Ranger, which often is without buffs.


Nocep"


Why is it a must? Besides you don't even need medic anymore to use stims...
Aenedor
Mon Apr 04, 2005 5:03 am
#30






agent156 wrote:
Hehehe BH/Ranger who'd of thunk it?

I'm really temped to try that out.





I thought I had found the ultimate template for me, MR, MBH and 0/0/0/3 CH so I can use my uber level 19 be'd pets.


But it costs 251 skill points /sob


So maybe MR, 0/0/4/4 BH and some CH.





Aenedor Tru'shot
Elder Ranger
Imperial Medic - Bringing Healing and Order to the Galaxy.
AgonThalia
Mon Apr 04, 2005 5:42 am
#31






Vorpaks wrote:


Right now I think "balancing" Ranger by reducing the skillpoints would be a knee-jerk reaction kind of change. And it would be a change that I suspect we would not be able to return from.

Not to mention if they did reduce the skillpoints as they decreased them for other profs, what would they change? I am guessing they would get rid of the camping and trapping pre-req lines. Then we would be exactly the Rangers we are today but without adhesive mesh/scout traps or low level camps. I don't know about you but I use the scout traps far more often than the Ranger ones. And consider - how would the mods work out? Do you think they would spend the time to balance out the fact we loose all those trapping and survival mod points? What exactly does that do to our skills? Knee-jerk reaction changes strike me as potentially a very bad thing.

If a change is going to happen I want it to be well thought out and in line with our coming revamp. At the same time I don't want Ranger to suffer while we wait. And I definitely dont want to loose camps and traps altogether in our coming revamp because we no longer have the pre-req for them. I think we need some developer communication on this (like most things lol). Hopefully Owne and JB can get that for us. /crossfingers





Paks, i think you hit the nail on the head here.


I want my traps, i want my camps, i want my terrain nav, camo, tracking, harvesting and all that I just want them to be useful.


I fear that changing the skill point req's for ranger will only castrate an already weak profession. I wouldnt complain if the ranger traps were useful, but they arent.


Like you, i want to be a hunter and an explorer, not "that guy who harvests when the fight is over"



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Owen-Lars
Mon Apr 04, 2005 6:03 am
#32

Paks Wrote:


"I think we need some developer communication on this (like most things lol). Hopefully Owne and JB can get that for us. /crossfingers"







Tiggs got a bunch of questions off me that she is trying to get answers on. No eta on when/if we will get them but atleast she is trying to get them as we speak.



THORTAC BALCOR
The Lost Ranger
RANGER
AgonThalia
Mon Apr 04, 2005 6:18 am
#33

Thanks Owen.


I'm not letting myself get too upset over what may happen, I know you are doing all you can...

Its hard having faith right now, but i trust you.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Owen-Lars
Mon Apr 04, 2005 6:24 am
#34

No probs, i just hope i can get the ranger community some answers and tiggs can come through for it.



THORTAC BALCOR
The Lost Ranger
RANGER
DaveG
Mon Apr 04, 2005 6:56 am
#35






Kalaf wrote:

"This means I can't get any novice skills... I can't get Medic, which is a "must" for a Ranger, which often is without buffs.


Nocep"


Why is it a must? Besides you don't even need medic anymore to use stims...






Well has anyone tested those "D.I.Y." stims yet? (I havne't been on TC yet, been having technical problems, hopefully tonight though!). So far, I've heard they're equivalent to Stim-A and you can't use them in combat, and they heal you over time and not instant. IF this is correct (and I can't say it is yet), then novice medic will be, how shall I say, a very desirable addition to one's template.



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
MMW
Mon Apr 04, 2005 7:28 am
#36

Yeah
To be honest, I hadn't checked out the testcenter thing when I wrote that..
But, I doubt that "even-the-neighbour-have-it"skill will be 50% as good as medic-stims...

Nocep



Nocep - Neutral Pilot
Haar-Ete - Rebel Pilot
Norwegian.
agent156
Mon Apr 04, 2005 8:10 am
#37

If you look in the medic Tree you'll see that any one can use Stim Bs also. The CU medic tree that is.
AragornSoS
Mon Apr 04, 2005 8:31 am
#38






glory wrote:





AragornSoS wrote:





MsNiL wrote:

The Ranger profession needs to be reduced 14sp, or fix it like they did with image designer:


1

1111

2222

3333

4444

6








Please, no. I don't want Ranger to become a less valued "joke" class or be seen as less worthwhile or anything like that. If that was the only thing the devs can think to do with Ranger as I look over all the threads by Calc, Owen, Nemo, Phen, WildBil and everyone else with enough ideas to build 2 or 3 complete professions from.... that's just sad. I don't care about having the highest point cost in the game, I just want it to be WORTH it. I want my health to reflect the fact that I MUST do combat for the entire trapping line, and at LEAST to get enough scout XP to earn MaskScent - only way to get the Scout XP is Maskscent or harvesting, and you only get the option for harvesting until you get Explore 2, so.... am I supposed to pet the fur off the back of the womp rat? Tickle the meat off the bones of a gorg? Maybe Scouts will be able to use /slap to 1-hit kill every noob creature to work up Explore 1 and Explore 2 6-12 xp at a time.








HOW in the world do we become a joke class when we have to master scouting unlike any other class who goes on to an elite profession? We need a skill point reduction so we get what everyone else is getting...it is called balancing the professions and we get left in the cold the way it is now. PERIOD






And the contention I hold, and that seems to be held by many here, is that we do NOT care that we are the most expensive class in the game SP-wise, so long as that SP investment is WORTH something. I don't want or expect Ranger to be the end all - be all of warrior classes. I don't expect to ever solo GDKs or other extreme high end content. I don't even feel like I necessarily need to have 2+ master combat professions for gobs of weapon certs and damage dealing at my disposal. But I do expect that if I'm investing more SP than any other player in the game to get to MY elite profession of choice, I SHOULD be getting some serious benefit for doing so.


I want useful skills to complement the ONE master combat prof I do get. I'm probably not ever going Jedi on my Ranger char, becuase I have no interest in waving a glowstick. I love being a Ranger. I want the fact that I choose to be a Ranger to MEAN something - to enhance every aspect of my character. To allow me to perhaps do some things that others would think twice about, because I have skills for stealth and tactical advantages with high end traps, for example, that let me, by planning ahead and using those skills to perhaps take on some things that others might run away from (not unlike many of us now hunting w/out buffs and armor to get a "challenge" from the current system in live). I should have to be the only one that can camo that rifleman to let them drop off the radar. I should have some incredible resists to disease and poison, and/or be able to at least mitigate for others and heal for myselfthose things with foraged items that are planet specific. I should have decent bonuses for creature fighting (to-hit bonuses that work with all attacks, not just auto-attacks as well as decent innate damage mitigation). I should be able to harvest everything off a corpose, except for that stringy bit of tendon that not even the Native American's used (any Far Side fans here?). I should be able to camo myself and my party and have them drop off the radar. I should have maskscent and camo abilities that make me THE desired player in any group about to do GCW content and raid a base. I should be the one to sneak by turrets and disable them allowing my group to get in and disable a base. I should be able to use my traps strategically and place them at choke points, lead creatures, NPCs or PCs towards them and have them deal damage. Sure that "Bear trap" might not kill that Rancor or the armored NPC/PC, but it's sure going to hurt them, gimp their movement at LEAST temporarily, and generally give me a solid tactical advantage during that engagement.


I agree with Paks and others, I think a skill point reduction for Master Ranger is nothing more than a knee-jerk reaction. Just look through the boards here, there are numerous ways to enhance and improve Ranger and make it a viable class to play, that opens up GCW and higher end content to us and doesn't limit us to strictly player vs low-to-mid level creature PvE only. I've never subscribed to the notion that Rangers should be nothing more than glorified hunters, I end up playing that way ATM in live becuase that's about the most useful and fun thing I can do given our current gimped skills. None of those mentioned threads on improving Ranger ever mention a skill point reduction. The two profs that have had skill points reduced (Politician and ID) have almost nothing to do with GCW and currently seem to have 0 impact on a vast majority of the game in many senses, and are at BEST gimped, and at worst, well - useless in any real sense for either PvE, PvP or GCW. I don't even like the thought of adding Ranger to that very short list of profs that have no skill points or reduced skill point cost to make them more "Attractive" to players. I shudder to think about what that implies about Ranger. And I don't really see the benefit to us of getting what, 14 or 16 skill points back? So it negates the 14 SP we have to sink into keeping a single elite combat profession and lets us dabble by picking up Novice Artisan, Novice Medic, or some CH. Almost all of our Ranger skills will still be "broken" at best, and completely useless (or given to other profs) at worst. And all we'd have to show for it is what, another Novice tag or the ability to pull 2 pets of slightly higher level instead of 1 Lvl 10? We'd still be largely useless in anything outside of creature-centric PvE, and worse, we'd have another "bone" that had been thrown to us instead of getting a proper revamp / addressing of our issues which we so desparately need.





Dekiion G'Dulth
Colonel | Imperial Sector Rangers
"What others abandon, we protect."

Master Ranger / Master Rifleman / Storm Squadron Ace
DaveG
Mon Apr 04, 2005 8:42 am
#39


I agree aswell, "just make those 140 points worth it". However, I think I was one the early ones to knee-jerk and say "reduce ranger skill points" and I said this because of what as been done with elite-combat pre-requisits.


It is because the elite combats are now taking up more skill points, that we find ourselves short of skill points to add other useful skills to our characters. Some of us took medic, some of us took CH, others took other things. However, in the new system, Mastering Ranger and an elite combat profession now denies us this. So, if we were to have those points back, then they've either got to scrap the new pre-requisits or lower the skill points cost (per box) on existing professions. What's the answer? I don't know, it's not an easy call.


How do we balance making ranger worth the skill points against giving us the free skill points to allow us to master ranger and master a combat-prof and dabble in a little of something else? Reduce the combat profession skill point costs perhaps? This is why some people have talked about going MRMBH because BH requires less skill points in the new system.

Message Edited by DaveG on 04-04-2005 04:42 PM



Freelance hunter and pilot - Available for hire.
Correcting the timeline, one Jedi at a time.

Sheriff of Mos Aga'me, 1KM West of Mos Eisely, Tatooine, Farstar. IGN: DaveG
I didn't use buffs or uber armour, so why did the combat revamp have to spoil my game?
John Smedley and SOE: Reap what you sow
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