Ranger Archive
Thread: Combat Balance What do we want?
Message Edited by Calculus_Entropy on 05-25-2004 04:32 PM
Message Edited by Calculus_Entropy on 05-25-2004 04:33 PM
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.
Calculus_Entropy wrote:
FYI, this was not solicited. I want to put together a short document for our own good, that I can submit to the devs (UNSOLICITED). Also, i will look over the Outdoorsman and the SotP to make sure we include the applicaable parts of that.
Well that's an open ended subject line Calc. Are you sure you wanted to this? Although it is needed. IMHO I think to just submit the Outdoorsman proposal. I think it pretty much covers general changes, combat roll changes(additions), and GCW. I realize it was made up before your position as our coorespondant, at the time though the majority of the forum ranger community agreed on it. How do you feel about it? It is a single document written up with all the changes we would like to see to ranger.
But for now, I will hit the highlights for what I would like to see for our "beginning" into a true combat roll.
1. True accuracy AND damage mods to creatures with ANY weapon. ranged and melee. A difference, at least at master, so its viable, noticable, and worthwhile.
2. Poison and disease resistance mods. Again, high enough at master level to make a difference in pve AND PvP combat. I would say +75 or better at master ranger.
3. More traps. Traps for NPC, traps that work against Creature pets. I have said this for months and months, we need to be the anti Creature Handler.
4. Sneak attack ability of some kind, doing lots of damage(added to your normal of what ever type) to your target. The one laid out in Outdoorsman is great IMO. Also, Fred has a good idea on this in his Stealth post.
5. Damage reduction against creatures. A significant amount at master ranger to make a difference in PvE combat, when not buffed and not wearing armor. Maybe to the point so it's like wearing 70% Adv. Ubese armor. Or maybe(this could be what you're thinking) a damage mitigation against CREATURES. All creatures damage to us is put through the Creature Damage Mitigation first, then that damage is put through any normal Damage Mitigation you have from combat professions.
That's my short and sweet answer for this first pass, being done in the combat rebalance. I will add that the addition of Ranger being able to wear the new mandolorian armor is way cool for us. Makes me wonder what they have in store for us. Of course obtaining it is another story. ![]()
Message Edited by Squidwalker on 05-25-2004 03:22 PM
not sure if this is what you wanted calc, but "damage mitigation actually mitigates the range, but the result is that only the max damage decreases." (here)... philosopher1976 explains how it works here... basically, for each level of mitigation you have, the max damage of the weapon striking you is decreased by 20% of the damage range...
in that little Q&A from the first post, the devs say that mitigation really does nothing for creatures under CL 30, but that after adding mitigation they altered the damage ranges of most high level critters so that mitigation would have an affect...
i'll try to get some ideas up here soon as the combat balance changes, but i'm a little skeptical about simply submitting the outdoorsman proposal... it is very nice, but i'm not sure that it reflects our current hopes for the profession, especially after our dev answer a few weeks back..
Fix my camps. This makes me an equilivant of a partial Doc Entertainer.
Fix my Harvest. MORE
Fix my "To Hit Critters" 100 at Master looks good
Fix my defence to critters...I do not think we should be harder to hit but we should be HELLA harder to poision and disease.
Fix my Rescue I want to be able to draw critters and NPCs on to me.
Fix my traps. I can lob 500 trqps and exactly 0 will hit a krayt. A Master Brawler can Lunge 2 and KD a Krayt 90% of the time. I do not expect to hit an ancient but man....something.
Fix burst run. This is by far the MOST CRAPPED UP SKILL. A MSL can give a group basically infinite burst run and our BR is supposively Uber? There is food that allows you to BR 5x in a row. We should be able to BR as good as anyone else can WITH food because it is our ELITE skill.
I want to say here I DO NOT want to be worked into a template where we are the uber Rifleman Ranger Template. I want Ranger a standalone skill that can go with any combat prof.
Sad to say but give me 30% more harvest and I am happy lol.
Love
GLenda
Squidwalker wrote:
Calculus_Entropy wrote:
FYI, this was not solicited. I want to put together a short document for our own good, that I can submit to the devs (UNSOLICITED). Also, i will look over the Outdoorsman and the SotP to make sure we include the applicaable parts of that.
Well that's an open ended subject line Calc. Are you sure you wanted to this? Although it is needed. IMHO I think to just submit the Outdoorsman proposal. I think it pretty much covers general changes, combat roll changes(additions), and GCW. I realize it was made up before your position as our coorespondant, at the time though the majority of the forum ranger community agreed on it. How do you feel about it? It is a single document written up with all the changes we would like to see to ranger.
This is structly combat related stuff, otherwise I would point out the Outdoorsman to the devs again. I think we have come up with a few things since then thatI don't want to forget.
*snip*
Message Edited by GoldMemberBria on 05-25-2004 03:58 PM
Note: remember to aim high. The devs are almost certainly not going to give us everythingbut we want them to have plenty to choose from.
Fred_Skinner wrote:
W00T! This was the subject I kept forgetting.
Combat Bonuses:
+to hit creature, melee and ranged, with +100 at master (make sure this works with specials as well)
+damage creature, melee and ranged, with +100 at master (again, this should work with specials)
Hardiness:
+to regen, health and action, +100 at master (this is much less than what a doctor can give with a buff and seems reasonable with the skill point costs)
Reduction on damage taken, 50% at master (much lower than armor[you get 50% from the light armor rating on top of the resists], again reasonable)
Reducion on poison/desease effectiveness, damage by 50% at master and time of effect 30% (probably want resists as well)
Stamina:
Run and burst run improvements, Burst down time reduced. (makes kiting too easy--possibly make this out of combat only?)