Ranger Archive
Thread: Ranger ISSUES!
Message Edited by MsNiL on 08-13-2005 04:12 PM
MsNiL wrote:
Rangers should be the only profession in the game that actually can solo an ancient krayt dragon or other kinds of super hunts.
Instead they are the absolutely worst profession possible to bring to a such hunt.
I sooner bring a Bio-Engineer... bacta-shot alone helps more than the entire Ranger profession together.
I suggest that Rangers get appropiate combat bonuses:
General Accuracy ~60
General Speed ~20
Melee Defense ~75
Ranged Defense ~75
I also suggest the introduction of strongpoisons thatonly aRanger may apply on a weapon. ThenRanger Licensed weaponry, ranged and melee. Speargun, spear or stuff like that.
I suggest that a Ranger have AIM or personal Volley Fire as specials, that works against creatures only.
Traps naturally need to be improved, giving access to about the same states as a Combat Medic, with the ability to use thoose traps on the highest level opponents in the game. I suggest that they have the ability to place special GCW traps in the wilderness
And I suggest that Rangers get some kind of pvp bonus while outside cities.
Edit: BTW, I'm all for rangers getting better chances at the creature loot (maybe not exclusive access, but chance going from <10% at no scout to >50% at master ranger)
Message Edited by LastEE on 08-15-2005 08:59 PM
by the way-- your combat level has NOTHING to do with your success with traps. What you have to realize is that the only thing that will make your traps hit more often is your trapping level. Hit CTRL+S to look at your skills page. Look at your trapping level. Trap creatrues that are the same level as your trapping level. With pub 20, you'll no longer recieve 1 trapping XP for hitting creatures below your level. So every trap that hits will give you XP, and you can hit the same creature with another trap and get more XP. When I hunt gorax, for example, I get around 1.6k trapping XP...per trap. I generally hit the Gorax with 12-15 traps (which ensures I never get hit). That means per Gorax, I get over 20k trapping XP.
ArmonGorest wrote:
Personally, I'd love for them to reward decent XP for use of traps. I'm CL 76, and when I use a trap on a CL 76, I get about 1.5k XP... thats if I succeed. My success rate is currently one in five when facing something of my level (Well, the latest publish has turned that success rate to 0%, but I'll address that in the bugs forum) and this first tier of Trapping requires 175k XP... that's a bit much for so little XP gained from each success. And I can't get them to ever work when I'm in a group on Dantooine... it always fails.That's my complaint mainly... that, and one of our trees really having little use since camps are effectively worhtless now.
KapowBzapp wrote:
Armor
People have asked for assault, Rolfie makes a good argument for battle. I'd like to point out that all three armor types can be crafted for high kinetic resists. Tell your armorsmith what you want. Better yet, find other rangers and place a group order. I banded together with other Riflemen to get high-kinetic recon suits.
Survival/Frontiering
These Scout and Ranger trees are completely useless. Just a skill point sink. That's all there is to say.
Traps
I'm actually OK with traps not affecting NPCs. The whole argument with Scout/Ranger seems to be that we punch above our weight with animals (like if our Creature To-Hit Bonuses worked) and that's something we can freely ask for because it can't unbalance PvP. That's why trap states should continue to not break with damage.
Rescue
Useless, even when I've wanted it to work as described. Shouldn't our skill be akin to Ben Kenobi making that Krayt yell? We should be able to make animals run away, like Warning Shot used to.
Camoflauge
My favorite Ranger skill, except on Kashyyyk where it only prevents "stalking". But not enough people use it because when you gain the skill, you drop from +100 Maskscent to +20 Camoflauge. Camo should work against animals at the higher of your Maskscent and Camo skills.
Skill point cost
Our infamous requirement for a complete basic profession. This is a touchy subject between those who want the skill points for Ranger reduced and those who want it worthwhile. I argue for reducing the Novice Ranger requirements to less than full Scout, but making the unrequired parts of Scout worthwhile to Rangers who gain them. That would hit a balance for both sides and make Ranger less of an exclusive "you're one of us or not" profession. We could start by ejecting Survival, which no one would miss until it was turned into something useful.
Survival/Frontiering is useless, the only thing a camp is good for is rebuffing in the field (I think entertainers need to be in a camp to buff in the field)or calling a pet instantly. I really think the camp should be a "building" witha very small capacity (say 25 items) and no maintenance, but takes up a single lot. You don't craft it, but the items for it (lawn chairs, tents, etc.) whichfunction mostly asprops, maybe with some increasing the healing rate. As camping skill increases the props (camping gear) we can make goes up. It provides the same benefit as entering a building does for LOS, losing aggro and not being attackable.
Traps really need to be turned into grenade type weapons with the appropiate skill being in the prereqs to use. Generally it is betternot to throw them as you lose an attack and the state doesn't provide much of a benefit(most of this is due to certain states being underpowered, affects all professions) and I seeno reason whythey can't affect npcs andplayers as well (other professions can inflict states and rangers do track npcs and rangers). An low level trap might cause dizzy attack, while an advanced trap (later skill) might cause improved dizzy attack. Some traps could even be AoE.
Rescue should be changed to cause retreat in a creature, maybe npcs (like Obi-Wan did to the Tuskens).
Camouflage and Mask Scent needs to work better. Mask Scent should be invisibility to critters (but breaks in cities and buildings) camouflage should be invisibility to everybody but have a movement limitation (and break in cities and buildings). It is breakable, has a duration and requires resources to make each kit.
Skill points is a tough one, cause given the layout of scout there is nothing to cut that makes sense and if you combine certain columns (such as Exploration/Survival and Traps/Hunting) what do you put in the other columns. Though to be honest I support adding back certain Master Requirements for other professions (Master Medic for Doc and Master Marksman for BH).
Creature Knowledge needs to be fixed.
Forage is well worthless, but hey the items are free, anything done to make it produce worthwhile goods will result in afk bots looting. Though foraged goods should stack.
Combat value: rangers are hunters, but with our skill point costs we are not sought out to hunt big game. We have a measely +10 to our defenses and +25 to hit creatures (which I have always doubted actually works, especially since the games seems confused on what is a creature and what is an npc). We didn't even get rated in the CU diagram, I think we should be at least as good at combat as smugglers (Offense 3, Defense 3, Crowd Control 3). They get non-combat skills too so it cannot be a balance issue if rangers get similar bonuses to general ranged accuracy/speed, general melee accuracy/speedand ranged/melee defenses.Doctors get more defenses than rangers do.
Force Sensitive:
Rangers are much more limited in the number of Force Sensitive skills they can acquire compared to any other profession due to skillpoint costs of Ranger.
It is not possible for a Ranger to unlock any of the Force Sensitive skill trees that use XP derived from Scouting and Trapping XP, due to the quest pre-reqs for these trees.
Force Sensitive Survival skills cannot be earned by converting Scout XP or Trapping XP.
Camps have no purpose outside of the High Tech Field Base, wound healing notwithstanding.
Not an increase in usefulness, just a flat 0 until that last camp.
Why not go with Owen's proposal of combat camps?
Issues/Dreams/Wishes:
Trapping: Unlike many I disagree trapping is useless, witout trapping I would never eaven think of fighting a creature equal or higher than my level. We all know how much trouble a poor ranger has against something equaly leveled. Tho the ONLY trap I really find usefull is the phenacine trap which decreases enemy movements. That one is still as good as before and makes the enemy unable to reach you.
I don't understand why anyone would want to use the other traps though, the "glue" trap to completely immobilize the enemies effect only lasts for 2 seconds? And the ones making "damage" and some other effect like blind also are useless. Who cares about 13 dmg when a monster has several k's?
Trapping shall never work on NPC's or humans because that is simply not its purpose. Ranger isn't and shall never be measured as a PvP profession. A ranger is out in the wild and is one with the enviourments. And specialist against animals. Tho the traps should have much much nastier effects than they do... bleed is a small demand.
I also would think it would be totally cool if you could experiment with your traps. Or if it had different effects on the quality of the traps depending on the quality of the resources you have when you are crafting them. Perhaps you couldexperiment your traps to make: Longer lastings, Damage, Stronger Effect, Throw Speed (Weight). Then crafting traps would be something more than just an annoying procedure when you want your traps. Who agrees?
CL: The Combat Level add-on has really ruined it as being a ranger. Mostly it is the Mission Terminals faults. When we search the mission terminals for animals we want to harvest we can only chose those with 2 levels in difference. Which gives a VERY small variety of creatures to chose from. When you have a high CL you should be able to chose missions any CL below you. Though never to be able to chose missions more difficult than you have CL. I seriously think this is one of the most stupid things that has happened after the CU.
Either chose so we can chose lower level missions !OR! increase the usefullness of the Tracking skill. Which brings us to-
Tracking Skill: I really really REALLY love tracking skill and I think it is one of the coolest skills in this game. But it is seriously bugged. Most of the times I track something the creatures/Npc's are never at the locations the tracking gave when I get to the locations. Since the creatures never eaven spawned. That is so annoying.
And of course, let us TRACK from a mount's back!!!
Rescue Skill: This skill is usefull, I have had good use of it when I hunt with my lower leveled friends. Though the skill has its characteristics to NOT function properly. I don't think it shall be removed noir changed. Just a simple little funny skill that can have it's moments.
Terrain Negotiation / Burst Run: What the heck happened to those skills? They used to be the scout/rangers most usefull skills. Now the terrain negotiation is almost unnoticeable. Unless you run up hills of course. Tho you should really run FASTER!!!!!! With terrain negotiation.
When it comes to Burst Run I heard the most cool idea from someone in this forum. That BR can be one skill you can switch on/off. Since I really find it both silly and unlogistic that you have to wait minutes to make one burst run you cannot eaven cancel. Like the character takes a rush of ecstacy. And when using BR you'r action should fall, of course being ranger/scout will lower this cost that will tick down over time. Also make you run faster than others who arent rangers/scouts.
Ya know I luv ya
mp3durahell wrote:
Issues/Dreams/Wishes:
Trapping: Unlike many I disagree trapping is useless, witout trapping I would never eaven think of fighting a creature equal or higher than my level. We all know how much trouble a poor ranger has against something equaly leveled. Tho the ONLY trap I really find usefull is the phenacine trap which decreases enemy movements.(you are ranged, ya don't understand)That one is still as good as before and makes the enemy unable to reach you.(I want the enemy to come to me)
I don't understand why anyone would want to use the other traps though, the "glue" trap to completely immobilize the enemies effect only lasts for 2 seconds? And the ones making "damage" and some other effect like blind also are useless. Who cares about 13 dmg when a monster has several k's?(I use traps to 'debuff'....'glow wire' to lower Ranged and Melee defences...good for groups too, and the others)
Trapping shall never work on NPC's or humans because that is simply not its purpose. Ranger isn't and shall never be measured as a PvP profession. A ranger is out in the wild and is one with the enviourments. And specialist against animals. Tho the traps should have much much nastier effects than they do... bleed is a small demand.
I also would think it would be totally cool if you could experiment with your traps. Or if it had different effects on the quality of the traps depending on the quality of the resources you have when you are crafting them. Perhaps you couldexperiment your traps to make: Longer lastings, Damage, Stronger Effect, Throw Speed (Weight). Then crafting traps would be something more than just an annoying procedure when you want your traps. Who agrees?
I disagree Strongly....Scout's shoud do critterr's, Rangers...anything that moves in a 'dust storm', I am an Elete profession, I should have a role in the GCW.
CL: The Combat Level add-on has really ruined it as being a ranger. Mostly it is the Mission Terminals faults. When we search the mission terminals for animals we want to harvest we can only chose those with 2 levels in difference. Which gives a VERY small variety of creatures to chose from. When you have a high CL you should be able to chose missions any CL below you. Though never to be able to chose missions more difficult than you have CL. I seriously think this is one of the most stupid things that has happened after the CU.
Either chose so we can chose lower level missions !OR! increase the usefullness of the Tracking skill. Which brings us to-
To do missions or not...your choise. There are a lot of bug in the wild.
Tracking Skill: I really really REALLY love tracking skill and I think it is one of the coolest skills in this game. But it is seriously bugged. Most of the times I track something the creatures/Npc's are never at the locations the tracking gave when I get to the locations. Since the creatures never eaven spawned. That is so annoying.
And of course, let us TRACK from a mount's back!!!
It's only good for scare'n Jedi...the radar works better
Rescue Skill: This skill is usefull, I have had good use of it when I hunt with my lower leveled friends. Though the skill has its characteristics to NOT function properly. I don't think it shall be removed noir changed. Just a simple little funny skill that can have it's moments. We all know how much trouble a poor ranger has against something equaly leveled. Tho the ONLY trap I really find usefull is the phenacine trap which decreases enemy movements. That one is still as good as before and makes the enemy unable to reach you.
Never used this one, was a n00b when it worked...would be nice.
Terrain Negotiation / Burst Run: What the heck happened to those skills? They used to be the scout/rangers most usefull skills. Now the terrain negotiation is almost unnoticeable. Unless you run up hills of course. Tho you should really run FASTER!!!!!! With terrain negotiation.
When it comes to Burst Run I heard the most cool idea from someone in this forum. That BR can be one skill you can switch on/off. Since I really find it both silly and unlogistic that you have to wait minutes to make one burst run you cannot eaven cancel. Like the character takes a rush of ecstacy. And when using BR you'r action should fall, of course being ranger/scout will lower this cost that will tick down over time. Also make you run faster than others who arent rangers/scouts.
Only a Jedi with force run IV can catch me
sometimes ya gotta run to live, even tho its just a game I really hate to die...I very seldom do.
Camps: Whoa... camps are really trash. And the differences from ex second best camp and best camp are completely unnoticeable. Then the best camp costs too much for what little it does. That it gives Crafting Stations is also very useless. They are located almost anywhere anyways. And the bonus healing rate? Hahaha... ok, it can be good but I just take Brandy or some other food/drink that adds on healing rate. Besides just sitting down does the trick.
It's the only thingfor a Ranger to have a purpose....break time......not grind time. Now that doc's don't heal, and there are few wounds, most had rather hang with me after a battle with the rest of the grouup than go sit in some citys clinic, then we take new missions and go.
Camo: I would think it would be so cool if you could be invisibleto players when cloaked. Or AT LEAST non visible on the radar. Perhaps should be 2 different camo kits for that, one (which is in use atm) and one for invisibility. Running or attacking should waste your cover.
Yes camo works wonderfully with critters and...and.... npc's...i can ninja any npc base, I hunt faction solo for lunch (yes lvl 82 missions). Just like our 'traps'should, soshould our camo work on 'Player Characters".
ROFL! You, my friend, are on the Phenix Kool-Aid
mp3durahell wrote:
So what? Ranger is indeed a "Elite" profession. But just because of that doesnt mean it is a combat profession!
Should all Armor Crafters and Droid Engineers gain several attacks and tons of defences? Just because they are also "Elite" professions? NO!
You make your choises! If you want combat you take combat professions, if you want both, you take one non-combat profession AND one combat profession. But dont gain as many attacks or defences/offences.
Ranger doesn't have "combatant" written all over it. If you think it should be a part of the GCW you probably just doesn't understan what a rangers purposes are. I really hope the Devs keep the ranger "ranger". It would be faaar to weird to see rangers running around trapping people and soloing jedi's. Rangers are already as good as they are and have their super important roles in the game.