Ranger Archive
Thread: Ranger ISSUES!
1. Mask scent/Camo Breaking on low lvl mobs that wouldn't normally attack due to cl difference.
2. Lack of Defbonus and accuracybonus versus critters. ( should be modified by creature knowledge imo )
3. Only 2 Ranger Specific traps. Still our most effective tools against crittersare Scout traps. ![]()
Issue: Traps do not substantially effect creatures for any length of time. Some effects are negated as soon as the Ranger attacks the creature, other effects are for well less than 30 seconds. Give us some time to cause damage. For that matter, return the damage causing features to the traps that originally had them (read the bone spur description).
Issue: TN is useless for non-Rifle rangers. In addition to the "super-crawl" Rangers should have either a shorter down time between burst runs, a greater speed or a longer BR time - or some combination of the three.
Issue: Camps. Useless as of right now. Increased healing rates and/or delays in buff times. Allow entertainers to provide inspiration in the camps. Something, anything.
JB
Message Edited by JBMat on 07-20-2005 01:48 PM
You pretty much covered what id lke to see and it would not require a re-invention of Ranger. I would add that the SP cost of Ranger needs to be reduced as if it maintains its high cost, then the profession is NOT balanced (the Master Scout req needs to be dropped to only requiring 2 branches of Scout bringing Ranger in line with the other combat professions.
That way you can still gaine extra stats by using the traditional Ranger template but if you want to diversify you can as well but it would cost you in terms of some skill mods. (I would propose that the trapping andsurvival lines be the pre-req for Novice Ranger. I would also increase the stats given by Master Scout so if a Master Ranger wanted the BEST possible Ranger template in terms of stats, it would give them incentive to keep the current Ranger template that requires Master Scout).
Its just silly that we are the ONLY prof that requires Novice mastery still.
Now while I dont believe Rangers need innate stat mods, I think we should have more loot like CAs & AAs that boost our abilities, and we should have some weapon certifications unique to us as well (maybe some kind of creature only weapon that require Master certification for)
Maybe even add creature 'loot' drops and new Ranger crafting schematics to make higher end traps and camps.
Cryos_Merovingian wrote:
- Ranger needs more/better traps - AoE root, one that lowers health regen, etc.
I agree but too many more though, as what we already have covers most of the primary state attacks available in the game. Maybe something that puts on a bleed and a KD of some kind and make the traps useable vs NPCs and players.
- Combat Mods - We need some mods for improved defence and accuracy. Speed would be neat, but I think that defence and accuracy fit well into the mold of Ranger. We are a combat class yet are completely crippled by the SP we invest for no combat mods in return.
I disagree that we NEED this. Yes it would be nice but thats something we have NEVER had and have gotten along really really well without, AND would require the devs to balance Ranger vs all the other combat professions which is no small task. Rangers ability to avoid aggro is the best defensive 'mod' of all and quite an offensive 'mod' as well. With what we have right now, Ranger is a very effective crowd-control person (at least vs creatures).
- Specials - Just like every other combat prof, ranger could use 1 or 2 specials. While our traps do provide specials, it is slow to throw them, making it not as useful. I think one could ranger special that we could use with our weapons would be good.
Agreed. /rescue is kinda dumb imho as a Ranger special since we are about avoiding aggro not trying to gain it, and Rifle-based Ranger do NOT want anymore aggro. I like your idea about having weapon-based specials for Ranger. What those should be will be a whole nother discussion.
- Limited utility of Camps - camps really don't provide any benefit right now. There have been LOTS of great ideas on this front, such as MODULAR CAMPING PROPOSAL that would really be awsome.
A easy way to increase camp usefulness wold be simply to allow docs & CMs to gain medical XP while healing in a camp as long as their targets are not engaged in combat. Also make it so camps do not poof when the owner enters combat. They would see more use if they did not have to be redeplyed so often. And of course make the HTFB actually repel things like it should (and return the ability for combatants and SF to buy factional items from the HTFB while they are declared, and make them show up on the planetary map again)
- Tracking While Mounted - an artisan can dig a hole in the dirt from inside his AV-21, but Rangers can't look left and right? c'mon.
Nuff said..we need this
- Mask scent while mounted - um... everyone else can camo while mounted... hello!
I have been wondering about this..seems like a no brainer
- Cost/Benefit of traps - Traps provide a very small benefit in a combat situation (such as the lower combat defence with wire mesh - VERY small difference). Traps are VERY slow to throw. Therefore, the benefit you get from the time it takes to throw the trap really isn't worth it. The throw speed needs to be improved and the effects need to be increased.
Well we do have a way around this..that is how to throw traps faster, and that is by using droids with trapping modules. The modules can be stacked to increase trap speed and the tossing of the trap can be macro'ed and even with the P-Dart nerfed now, you cans till effectively control a mob using a droid that spams traps with a macro. I think this should remain untouched.
- Foraged Items - Foraged items really aren't worth the time and effort.
Agreed, maybe they should be made into a special ingredient for some really high end Chef foods that would boost the stats in the same way weapon loot increases stats on a crafted weapon.
I'm sure i'll think of more when I type up my list of bugs.
Thought of another one...
9. Tracking: Only tracks what spawns have "popped" in the area. This really diminished the utility of this skill since we aren't really tracking what's within 500m but, in theory, only what someone else has already seen within that radius.
Message Edited by Cryos_Merovingian on 07-20-2005 03:40 PM
1. Rescue- not sure if this is a bug or an issue, but i think we all agree it never worked well anyways. Why couldn't this get rid of agro for someone. i.e the aggroing creature just gets distracted and doesn't attatck anymore. Can't be used on yourself, but for others.
Camouflage:
No clarification as to whether camo should work against NPCs or not. In practice it does work against some, but not all. It should have a chance to workagainst all NPCs.
There is no visual feedback when conceal fails to work on another player, due to them being of a different combatant status.
Usefulness of camo has diminished since thechange to 'grey con aggro'. There needs to be a greater benefit for successfully using camo. The minimal XP reward does not really justify the resource requirements and crafting required. Mask Scent is nearly as good and rewards greater XP.
Avian meat/bone requirements for Talus camo kit make this the most difficult kit to craft for no obvious reason.
'Zones' on Kashyyyk cause issues with camo on that planet. Change these to any other meat type and animal bone.
Give us a visual effect on our avatars when we are camouflaged, and I don't mean whizzy particle effects!
We want to vanish from rader too!
Terrain Negotiation:
Ranger TN mods only increase crawl speed. This is only *slightly* useful if you are also a ranged combatant (rifleman primarily). Weapon Encumberance appears to negate most of the usefulness ofTerrain Negotiation.
Allow TN to reduce Weapon Encumberance at high (Ranger) level.
Burst Run Efficiency:
Difficult to tell if this modhas any effect at all. Change this to a Burst Run toggle on/off ability. We should be able to burst run whenever we wish as long as we have enough Action.
Camps:
Camps have no practical use apart from eye candy/roleplaying. See camping threads.
The speed at which wounds heal in a camp is so slow it is a complete waste of time. Increase the speedwounds heal in camp.
Foraging:
There is very little incentive to forage as foraged items are of extremely limited use. Improve stats of foraged items. Perhaps give a chance to forage a normally only lootable item.
Tracking:
Tracking interface is not very elegant. Some sort of filter on results would be a start.
Why can't we track when mounted?
Non-animals appear when tracking for animals.
Issues with tracking in areas on Kasyyyk that have different instances - results often include mobs from other instances.
I want some electro-binoculars when I'm tracking.
Creature To-hit bonus:
Possible this has no effect since all attacks are now 'specials'. Change this tosome sort of creature specific accuracy/defence mods.
Creature Harvesting:
Difference between Scout and Ranger harvest amounts are not significant enough. /harvest all
Creature Knowledge:
(Currently broke) Would be nice to see bone type/milk type/social behaviour.
Trapping:
Rangers only have 2 traps, both of these are less useful than the 5Scout traps. See trapping ideas threads.
Why can't we trap NPCs or Players?
Rescue:
"This is not guaranteed to work" is a bit of an understatement. Make it more like Taunt? Or change it for something entirely different. Most Rangers are not tanks.
Combat:
Even though Ranger receives CL health increases and full Battle Armor Mitigation it receives practically no defensive skill mods and no offensivemods at all. We want combatskillmods. Maybea weapon too.
Other:
Harvest droid bonuses do not work with Master Ranger harvesting mods.
We have no hat.
Message Edited by JascoSmlee on 07-20-2005 10:34 PM
Issues?
- We only have 2 traps in our trapping tree.
- Rescue is suicide without defensive bonuses to counter it.
- Foraging is boraging. It needs to be involved with items that we can craft.
- There is no indication what Camoflauge is supposed to do versus NPCs. We need for it to work against aggressive enemies. We need for it to be useful in the GCW. We need for it to be able to remove us from visual and radar.
- We are already capped on Terrain Negotiation.
- Burst Run efficiency is not a very good skill. It should allow us to run longer.
- We need to be able to use the RotW items for "something." Trap enhancements, perhaps?
- We need defensive modifiers for melee and ranged.
- We need the creature knowledge to apply a to-hit bonus against creatures equal to it's value.
- We need general speed modifiers.
- Tracking is pointless when you have a radar that can see out to 1024 meters and type /tar to find a quest NPC.
- We need to be able to avoid deathblows from creatures with Creature Knowledge.
- We need to be a factor of the GCW by placing ground traps that affect NPCs and Players.
Owen-Lars wrote:
Definitions:
Issue: Something you think is not as good/functional/engaging as it should be
Example: My ranger hat doesnt have corks on string to keep the flies away!
Issue:
Im calling this a issue because I cannot prove that it is a bug. before the publish when I harvested the hides from a dewback on Tant. The OQ would always vary, now it does not matter what type of Dewback or any creature that has leathery hide the OQ is 17. Now the other stats will still vary but not the OQ.
2) Since we only have 2 traps in the ranger tree, why don't we just get skill mods for the traps so that at ranger we just make the scout traps better ie. longer duration, more damage and such
Tonja