Ranger Archive
Thread: 10 things I hate about Rangers
Hello, i have read most of the ranger topics, and have collaborated a list of what i think a ranger is supposed to be and could be made better.
1st off i think rangers should be able to live off the land so the forage skill is good but needs work, I think it would be nice to find a buried treasure of sorts, with credits and other items, this would make it worth while for a ranger. How about finding items that you can only get from forage/ treasure hunting. Or even the ability to use treasure maps to locate items. eg a ranger only skill trait.
2nd i feel fishing is a novelty and would be nice to restrict it to ranger and cooking only. This would be a good trapping skill enhancement.Make it so you can fish up rare items like message in a bottle and treasures, as well as the fish, and your skill to catch the big fish gets better as you progress thru the ranks, so you start out at trout, and master you can catch sharks or sail fish for example. Also an ability to make trophy fish for house deco would also be fun.
3rdTent would be nice to have up and usable during combat, and or post combat. The advanced tents would be cool if you could have turrets on them to use. so you could set up a base and fire away. They did it in the movies why not in the game. Turrets on the advanced tents would make more sense than the portable crafting stations, who really uses those anyway?
4th mask scent, not even going there, its been covered.
5th wayfarer skill, the fact is yes you can run fast but if you’re in a group who cares. It would be nice to be able to use burst whenever you want with out penalty or give ita much longer duration and more frequent. Than would be nice.
6th, special weapons, hell why not BH get them so do Combat spec. Why not a special ranger weapon, like a extended sniper rifle with range over 100 range, or at least the skill to get your range increased over a normal pistol or rifleman. That would make it worthwhile, and with that i agree on the single out skill, which would make it nice to lure one mob from amongst many.
7th The scout - ranger debate, yes i have to agree that not getting the harvest after ninja looters really sucks, I think we are rangers, we should know more about it then scouts, we should be able to harvest the finest and most of all even after a scout harvests the corpse. I think they should reap very little form the harvest and rangers should be able to re-loot the corpse since we know best
8th traps, we need traps for players and humanoids, not just creatures, a root or snare would be very nice against pvp, Rangers are not a pvp class, why not there in the real world there the elite fighting class in the army, why not in game too.
9th faithful companions, yes this borders on ch but why not have a dog or similar pet to retrieve your harvest, like a hunting pet.
10th why are we frowned upon and so many have left our ranger hood. I think its because rangers could be so much more than they are and they serve no real purpose other than tents for groups. Rangers are supposed to be the anti CH, why cant we get a special skill to combat the player creatures, were good against npc creatures, why not against player creatures, if were supposed to be so good at creature recognition then we should be good at it even with player creatures.
This is just a small list of things that would make rangers more sought after, and maybe even a desired class.
Turrets on a tent?! How is this a ranger trade? I can imagine barriers around your camp (some kind of supertrap?!) Turrets are for Artisans/engineers.
I'm also for rangers being better at downing animals. For a group it means doing an /assist on the ranger gives better damage. Seems logical ?!
Are we not designed to be "loners?" Creature to hit needs to be way higher so we shouldn't need to rely on the group. We are basically BHs of the animal kingdom, are we not?
I pretty much agree with you on most of your points...
1.) Forage should be worked on alittle. Maybe we could have more stackable items so that they take up less inventory space. Perhaps we could even get more items per attempt. Novice Ranger would find two seperate items per forage while a Master Ranger would find three. The stuff about finding treasure seems abit overboard to me. There are treasure maps in the game already and they even work now. The rewards for these need to be worked on, but at least you can find the treasure now.
2.) Fishing is nice the way it is. It does not take any real training to fish in real life, so it shouldn't in the game. And again, treasure seems overboard. Just my opinions.
3.) I agree that our camps and bases should not collapse when we enter combat. They have a time limit on them already. We are rangers, not artillery designers. Why should we have turrets on our bases. Some sort of static traps yes, turrets no. Also, I think Master Rangers should be able to craft a redeedable camp/home. It could have a couple optional slots in the crafting to put crafting modules from droid engineers so that we can choose what kind of crafting stations we have in it. It could also have a storage trunk that could hold limited items since I doubt it is feasible to be able to safetly drop your belongings in a, for the most part, open-air house. It would stay up indefinately as long as it is supplied with maintainance (Credits? Materials? Harveted Organics?) just like any other player house.
4.) Mask scent? Not even going there... Its been covered. ![]()
5.) We should have longer burstrun periods and faster refresh rates on the timer. I say we leave the group terrain negotiation to the Squad Leaders. They are having a hard time as it is without stealing thier abilities. ![]()
6.) Hmm, special weapons? I dont know what I think about this. It would certainly be a good deal for the Weaponsmiths if they could make us a nice weapon, but I dont think we are intended to be a Combat class. We are a support class with combat potential, and that potential just happens to be in the Marksman line. We dont Require a combat tree to qualify for Ranger... Bounty Hunters and Commandos do. I do, however agree that we should have some sort of Lure ability.
7.) The way harvesting is described, a seperate scout/ranger should already be able to harvest one item each off a given creature. Unfortuanately, thats just another broken feature. Personally, I think that ALL items on a given creature should be able to be harvested by a Master Ranger, Two of the items should be harvestable by a Novice Ranger and One item for Scouts. Rangers should be better at skinning, we should be able to let NOTHING go to waste. That way, even if a Scout harvests one item off the creature, the Ranger could step up and salvage the rest.
8.) Why does my Adhesive Mesh Trap only net animals,doing nothing to a humanoid? Does the sticky polymer ONLY stick to Bantha fur? If they wanted the traps to only work on animals, they should have decribed them as some sort of animal traquilizers... Not big sticky nets. If I drop a Sonic Trap in your lap, would that hurt Your ears? If I throw a Flashbomb in your face, would You be blinded? Fix the traps or Fix the descriptions, either one works for me. ![]()
9.) If you are a Novice Ranger you already have all the qualifications to take Novice Creature Handler for Six skill points. That allows you to tame any CL15 non-aggresive animals to be your faithfull companion. You see how the Creature Handlers are up in arms about allowing non-handlers tohave pets?... Could you imagine the $%!#storm that would happen if they let us TAME our own pets?
10.) We should certainly be able to combat Player pets in PvP. Kind of rediculas when you get the "Not a Creature" notice when you try to trap a pet. We should be a natural counter to Creature Handlers in PvP. We should also be able to tell more from examining a creature. At Master Ranger, I still cant tell what kind and how many bones a creature has, nor can I tell if creatures are social (will assist one another in combat).
These are just my opinions on what would make Ranger a more desirable profession to play and group with.
I really like the extended range idea, and the sniper weapon, but then again those would be better suited under Rifleman. However it would be nice to have a Tranq. gun of some sorts, i am sure it has been talked about in other posts, but seriously people in "real life" who hunt animals to tag them and then release them or just to make the kill easier use a tranq. to knock the animal out first. I definatly think it would be powerful, to take down a rancor or other big game in one shot, but they do it to elephants and other large orkiller-type animals.
Grodge-Radiant
CH/Ranger
IMO, terrain negotiation should mod our ability to move over rough terrain all the way through +100 -- a Master Scout can run over terrain as well as a Master Ranger, and that doesn't sit right with me.
Keep the prone movement bonuses at 50+, but this should be in ADDITION to our run bonus.
On topic, if moving prone while /maskscented resulted in an overall greater camouflage bonus, then I'd feel better about it. I know going prone is supposed to contribute to our "concealment", but does anyone know if crawling past a mob yields any appreciably greater success?
- The chance to successfully mask scent is now modified by your posture and locomotion. If you are prone (moving or not), you get a 15% bonus. If you are running, you get a 10% penalty. If you are walking, you get a 5% penalty.
[from the Scout update]
Hey guys,
Are any of you rangers on Bria if so give me a call i am a trandoshan by the name of Kakmen