Ranger Archive
Thread: A New Vision for Ranger
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Nemo0
Wed Mar 30, 2005 7:48 am
#27
CuchulainnDarklight wrote:
Nemo0 wrote:
The current state of the game is going out the window with the Combat Upgrade. No single combat mastery will be as effective as a double combat mastery (assuming all the balancing goes as it should). A Master Rifleman/Master Pistoleer should be a lot more powerful than a Master Rifleman/Master Armorsmith in the new system (have a look at the new documents posted by the Devs in the In Development forum). Stacking professions will be encouraged.
Perhaps you should read the documentation on the CU. A master rifleman/master pistoleer willNOT be more pwoerful than a master rifleman/master armoursmith in the new system, just different! They will have different abilities for different situations. The whole point of the upgrade is to make it so that no one template is more powerful than the other but, that you can choose whatever template suits your playstyle and your combat tactics.
Unless you want to be a Ranger of course, in which case you are denied the option of stacking abilities due to the big skill point sink (I think we all know that in all likelihood, the reason the devs wotn say anything about ranger is the same reason they dont say anything about scout, ie. they consider ranger superscout and wont change it).
As I am under an NDA, I am going to avoid talking too much about the CU and what will be happening there (just in case). But, if you look at the profession roles overview, you will notice that they recommend mixing certain professions together. They imply that a single profession won't be all that great alone (i.e. you will have some specific weaknesses). Why should Ranger be any different? Ranger can have great traps and a bit of defense but the overall damage output will be low. Combining with another combat profession will allow you to shore up any weaknesses or to expand on the strengths. I personally Ranger would fit into a role like damage: 1, defense: 3, crowd control: 5.This would give us a role mix different than any other and that makes some sense.
Nemo0
Wed Mar 30, 2005 7:53 am
#28
Phenix1050 wrote:
Remember, in the new system, the devs are trying to slow progression of leveling. They are making it so new characters are balanced towards super low-end content, like chubbas and the like. Because of that, Ranger + CDEF isn't likely to be able to do anything close to what they can now. Giving us a weapon that could put us back on par to where we are now doesn't seem like to much to ask for.
Have you ever tried standing in front of a chuba with nothing more than a CDEF (i.e. make a new character and pick up a CDEF)? They are not all that far off on the balance front there. The problem comes more when you get the new players in buffs and armor where they have no risk. I've heard many new players complain that combat is too hard for them at the low levels. Usually this is because they don't know the tactics of unbuffed/unarmored hunting but they won't be expected to in the new system. This is something that really needs to wait for testing, though.
Phenix1050
Wed Mar 30, 2005 3:52 pm
#29
Here's how I view us (by the CU numbers)
Crowd Control: 4 -traps are nice, but need to be stronger, and able to affect everyone.
Defense: 4-- defense isn't just about not being hit, it's about not being attacked at all, too (stealth)
Damage:1 not our forte, but the ability to do it remains.
Traps wouldn't even register on the scale though Nemo0. You could boost the damage on traps, but then we're just like all the other combat professions, combining state attacks with damage. and if we have AoE traps that do damage, isn't that like a grenade? Personally, seperating damage from states seems to me to be the best solution to make us unique.
Nemo0
Wed Mar 30, 2005 5:41 pm
#30
At this point, I think we need to wait and see what is happening with the CU before we can really continue this discussion (i.e. what is the relative power of a combat profession after the CU, what sort of spread is indicated by the CC/defense/damage numbers, what sort of weapons are given to a player with no weapon skills, etc). If a profession with a damage: 2 listed is 100 times more powerful using their weapon than using a CDEF then it might be a bit difficult to make up with just traps. I personally expect the differential to be significantly smaller (they will still be able to kill stuff a lot harder than a player with just a CDEF but that would be more from the survivability aspect). If this is the case (and I think it will be) then I would argue that trapping alone could give us a damage: 1 without too much trouble (when you take the CDEF into account as well).
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