Ranger Archive
Thread: Anyone else have a problem with the proposed Maskscent change on TC?
It's of great benefit to Rifleman and Creature Handlers that just happen to be Rangers, but to Rangers themselves? What's the point of it being a ranger skill if it is only useful for rangers in the above 2 professions?
NRaas wrote:
"And if conceal and crawl is of such marginal benefit to rangers"
Now I didn't say I wasn't going to use it at all... Just not on myself.
![]()
Frankly I think the Devs are full of it. This game has been in testing for several years and been live for several months and they only noticed now that maskscent, usable by a huge proportion of the player base, was working in combat?I don't think so. It's just another stealth nerf from GreenMarine. Remember the recent furor over the harvestor stealth nerf? "Oh it was never meant to be that way so we changed it to what it was supposed to be in the first place. It wasn't a nerf" <cough> GreenMarine is the king of the stealth nerf
DeltaXi65 wrote:
Guys,
I'm going to take some heat for saying this, but I thought I would provide you all with my perceptions.
From the conversations and posts I've read from the Devs, neither mask scent nor conceal were ever designed to be "combat" type skills. Meaning, that you use them to make yourself better in combat (stealthy, etc.)
When I asked GreenMarine specifically what the point of mask scent was, his response was "to make you more survivable in the wild". Now, that could or could not be construed as meaning "better at combat". From what I've seen, however, is that the meaning is more "if you aren't looking to fight, you won't have to".
I recognize that this is not what 75% of you want from this skill.
Here is, in my opinion, what mask scent and conceal are good for now (after the change):
- Sneaking past aggressive creatures on your way to a destination.
- BE's sampling DNA for their crafting
- CH's taming babies
Now, the argument is whether or not that is good enough. Personally, I'dlike to see the combat change only go into affect for mask scent. Mask scent doesn't require any crafting, can be reapplied immediately after combat is over, and doesn't have any HAM costs. But conceal shouldn't break on entering combat - and there are both game mechanic and real life reasons why this should be.
I hope N'Raas adds this to his list.
![]()
Frankly I think the Devs are full of it. This game has been in testing for several years and been live for several months and they only noticed now that maskscent, usable by a huge proportion of the player base, was working in combat?I don't think so. It's just another stealth nerf from GreenMarine. Remember the recent furor over the harvestor stealth nerf? "Oh it was never meant to be that way so we changed it to what it was supposed to be in the first place. It wasn't a nerf" (cough) GreenMarine is the king of the stealth nerf the way it seems.
DeltaXi65 wrote:
Guys,
I'm going to take some heat for saying this, but I thought I would provide you all with my perceptions.
From the conversations and posts I've read from the Devs, neither mask scent nor conceal were ever designed to be "combat" type skills. Meaning, that you use them to make yourself better in combat (stealthy, etc.)
When I asked GreenMarine specifically what the point of mask scent was, his response was "to make you more survivable in the wild". Now, that could or could not be construed as meaning "better at combat". From what I've seen, however, is that the meaning is more "if you aren't looking to fight, you won't have to".
I recognize that this is not what 75% of you want from this skill.
Here is, in my opinion, what mask scent and conceal are good for now (after the change):
- Sneaking past aggressive creatures on your way to a destination.
- BE's sampling DNA for their crafting
- CH's taming babies
Now, the argument is whether or not that is good enough. Personally, I'dlike to see the combat change only go into affect for mask scent. Mask scent doesn't require any crafting, can be reapplied immediately after combat is over, and doesn't have any HAM costs. But conceal shouldn't break on entering combat - and there are both game mechanic and real life reasons why this should be.
I hope N'Raas adds this to his list.
![]()
"What's the point of it being a ranger skill if it is only useful for rangers in the above 2 professions?"
You can ask that of Creature to Hit bonus and Crawling speed as well. ![]()
----
Hey now... Might I remind you that, I too am a Melee Ranger (TK 0444).
- I am always interested in adding benefit to both sides of the fence.
At the moment however, the designer appears bent on implementing changes that benefit ranged combat more, as there happens to be more of them than us. ![]()
Hopefully we can eventually sway the developerto push more functionality that is useful to both Ranged and Melee. ![]()
I was including crawling speed but creature to hit benefit, at least theskill description tells you it's only for ranged combat so I have no real beef. I'd like to see melee added to it, of course. But can you please tell GreenMarine that melee characters do exist in SWG and that some even deign to be rangers?
NRaas wrote:
"What's the point of it being a ranger skill if it is only useful for rangers in the above 2 professions?"
You can ask that of Creature to Hit bonus and Crawling speed as well.
![]()