Ranger Archive

Thread: T-t-t-trapping! What do you think?

Seiryuu
Fri Sep 16, 2005 10:05 am
#53

They will complain for the same reason they are complaining here -- they are not familiar enough with other professions to realize they have specials that give state effects and do damage.

Just keep informing them of the truth, Phenix, and they will come around.



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Owen-Lars
Fri Sep 16, 2005 10:32 am
#54

Sorry, im playing catchup and only just got around to this thread.


I would like to see: (in no order, just what i wouldnt mind)


  • Traps removed from ranger and placed into scout trapping to leave us focused on survival and exploration avenues. Also would mean we could drop down to exploration 4 and survival 4 pre-reqs at our revamp.

  • Rangers get more traps and all ranger traps become usefull on npcs and players

  • Traps become a skill with the resource requirement being the modules you use as enhancers. So for instance, you can use flash bomb that blinds and stuns all those around you. This doesnt cost you resources. Then you use a Rhyhal spine pod as an enhancer and the trap then blines, stuns and cripples the target slowing movement for a short duration.

3 options that i would like to see above all other. The last one is a take on modular traps but without the whole 500 different variations of traps. Just simply 5 traps, 5 or 6 enhancers and mix and match as you please.




THORTAC BALCOR
The Lost Ranger
RANGER
Maxanto
Fri Sep 16, 2005 10:52 am
#55






Owen-Lars wrote:

Sorry, im playing catchup and only just got around to this thread.


I would like to see: (in no order, just what i wouldnt mind)


  • Traps removed from ranger and placed into scout trapping to leave us focused on survival and exploration avenues. Also would mean we could drop down to exploration 4 and survival 4 pre-reqs at our revamp.

  • Rangers get more traps and all ranger traps become usefull on npcs and players

  • Traps become a skill with the resource requirement being the modules you use as enhancers. So for instance, you can use flash bomb that blinds and stuns all those around you. This doesnt cost you resources. Then you use a Rhyhal spine pod as an enhancer and the trap then blines, stuns and cripples the target slowing movement for a short duration.

3 options that i would like to see above all other. The last one is a take on modular traps but without the whole 500 different variations of traps. Just simply 5 traps, 5 or 6 enhancers and mix and match as you please.







You really need to get a job with SOE so you stop teasing us with ur brilliant ideas...


I really do hate the englishman! /sigh





Atiro - Atreyu
Two Sides of the Same Coin
KenjiTokugawa
Fri Sep 16, 2005 10:54 am
#56






Phenix1050 wrote:






Tarnak_Archvold wrote:
After all that has been fixed, we can expand traps to work on NPC's. It would only take one BH/Ranger using traps on a Jedi to get traps nerfed to be less useful then they are now.
Alternatively, give traps a much lower to hit chance against players.


Somebody honestly explain this to me-- there are already roots and snares in the game with LOTS of other combat professions. Combat medics, pistoleers, rifleman,carbineers, smugglers-- ALL of them have a root or a snare, and they have something we dont- a Mez, which completely prevents a person from healing, moving and attacking.So why on earth shouldn't our traps work, and why would somebody complain about them when those same effects are in the game? I'm curious, that's all.




I think the problem is that these professions canapply statesto anything. I would much rather see scouts/rangers be the only profession that can apply these states to creatures.

Message Edited by KenjiTokugawa on 09-16-2005 10:56 AM



Jas' --- Jundland Wayfarer
"Once a Ranger, always a Ranger"


Tarnak_Archvold
Sat Sep 17, 2005 12:46 am
#57


Phenix1050 wrote:


Tarnak_Archvold wrote:
After all that has been fixed, we can expand traps to work on NPC's. It would only take one BH/Ranger using traps on a Jedi to get traps nerfed to be less useful then they are now.
Alternatively, give traps a much lower to hit chance against players.
Somebody honestly explain this to me-- there are already roots and snares in the game with LOTS of other combat professions. Combat medics, pistoleers, rifleman,carbineers, smugglers-- ALL of them have a root or a snare, and they have something we dont- a Mez, which completely prevents a person from healing, moving and attacking. So why on earth shouldn't our traps work, and why would somebody complain about them when those same effects are in the game? I'm curious, that's all.



The Jedi will whine because they are Jedi, for most of them it is just thair nature. And we do have a wider selection of effects available then other professions. Snare, stun, dizzy, blind, root, defense debuff, and stat defense debuff.
Add to that that many rangers know how to use thair mind and most likely it will be the traps that are blamed for being over powered rather then people in PvP even thinking that it is them that do not have enough skills.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
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