Ranger Archive
Thread: Combat Balance What do we want?
- Creature Damage Mitigation
- Creature to hit bonus increase
- Critical Creature to hit from maskscent/conceal (great first shot, great accuacy and wound percentage)
- Resists to Poison and Disease
For other stuff that I am not sure fits in directly to CB
- Burstrun down time
- Improvement in Ranger traps (durration, effect, KD trap??)
- Camp fix (repel creatures as advertised) and heal BF (with entertainer or over time don't care)
- Add HTFBK not breaking while in combat and within a certan range
- Traps working on Player pets
- If dizzy is not supposed to effect creatures than change those traps to another state that will
Now I really like the Stealth plan, modular traps, and Outdoorsman. I would to see a push for some changes that can be done prior to a major Revamp
Message Edited by MonsofoLexius on 06-10-2004 10:43 AM
Just want to say that if I have to spend 140 skill points and still be limited to, not PvE, but "creature PvE", they better add enough 'power' to Ranger so that we wont need a combat profession to kill those creatures. I'd like the dizzy traps reworked as well, dizzy doesn't help much against creatures.
And end-game content? Been a while since we've seen anything in the creature department, no?
Limiting us to creatures will just increase the work they have to put into this profession. Seeing as they are constantly on a 'tight schedule' and 'hard pressed for dev time' it just seems like a narrow minded, if not naive decision to me :sad:
Oculus wrote:
The Devs comments about us being strictly creature hunters is kind of a blow to what I had hoped for in the CB.
Just want to say that if I have to spend 140 skill points and still be limited to, not PvE, but "creature PvE", they better add enough 'power' to Ranger so that we wont need a combat profession to kill those creatures. I'd like the dizzy traps reworked as well, dizzy doesn't help much against creatures.
And end-game content? Been a while since we've seen anything in the creature department, no?
Limiting us to creatures will just increase the work they have to put into this profession. Seeing as they are constantly on a 'tight schedule' and 'hard pressed for dev time' it just seems like a narrow minded, if not naive decision to me :sad:
I remind you that the Dev that mentioned we were strictly creature hunters is not currently part of the live team. He moved onto the Space Expansion before the Outdoorsman Proposal came out (at least I assume he did as he hasn't seen it). He answered the questions to the best of his knowledge but that doesn't mean that it is final or even current. His views might not be in line with the current focus or he might just not have had enough time to consider how the Ranger profession would be affected by them. But we need to get some sort of official comment on this. We have to have something to work from. And we really could use it soon so that we can prepare for all the Combat Balance focus threads that are likely to appear soon.
However, GreenMarines Fan Fest comments worry me. Yes, he's working on JTL but I find it hard to believe that the Devs don't have the same basic view on the professions. I mean somewhere there has to be some up-to-date design documents that each Dev is able to pull up and look at to stay updated on what's happening with each profession, and if they didn't look at them before the Fan Fest, what use are all these comments ( not only the Ranger specific ones )?
If Devs who will never work on a given profession ( allthough GM is most likely going to be the one in charge of the Ranger "revamp" ) just sit there and sprout some personal/outdated comments that don't reflect what's actually happening/going to happen... that's just trouble waiting to... happen.
What Fred said, plus I want trophies dammit! That's not combat-related but they need to throw us a bone, if you'll excuse the pun.
Fred_Skinner wrote:
Combat Bonuses:
+to hit creature, melee and ranged, with +100 at master
+damage creature, melee and ranged, with +100 at master
Hardiness:
+to regen, health and action, +100 at master
Reduction on damage taken, 50% at master
Reducion on poison/desease effectiveness, damage by 50% at master and time of effect 30%
Stamina:
Run and burst run improvements, Burst down time reduced.
Message Edited by dhcpSilicon on 06-10-2004 04:27 PM
Fred_Skinner wrote:
W00T! This was the subject I kept forgetting.
Combat Bonuses:
+to hit creature, melee and ranged, with +100 at master
+damage creature, melee and ranged, with +100 at master
Hardiness:
+to regen, health and action, +100 at master
Reduction on damage taken, 50% at master
Reducion on poison/desease effectiveness, damage by 50% at master and time of effect 30%
Stamina:
Run and burst run improvements, Burst down time reduced.
/agree fully. ditto ditto ditto ditto ditto ditto
Only thing I would add is TRAPS. Definately combat related, and well, as devs seem to want to make us, creature oriented.