Ranger Archive
Thread: Ranger Rough Draft! PLEASE READ! sorry, messed the other one up...
PLEASE POST ANY SUGGESTIONS!!!!!
The Good and the Bad
Good:
All the skill trees are basic concepts are good
Bad:
The lack of valuable Ranger specific skills
The lack of combat ability
Some bonuses should be moved to different trees
Skill Tree Changes
Here is a list of the skill trees. We should make a list of bullet points of changes and/or activities for each tree. Don’t focus on the numbers; focus on the quintessential statement of the change.
Wayfaring:
Goal Statement: The Wayfaring column furthers the Ranger’s ability to disguise himself effectively.
- Conceal:
- Leave the function alone when a camo kit is used by any Non-Master Ranger
- When a Ranger (non-master, currently grinding) applies camo kit to himself, or someone else, the current camo bonuses should apply
Advanced Conceal:
- Given in the Master Ranger box
- When a Master Ranger applies camo to himself, he should be removed from the radar and from the field of view
- When a Master Ranger applies camo to others, it should have the same bonus that a current ranger has when applying the camo to themselves.
·All schematic grants remain the same.
Slit Throat: Extremely powerful melee attack, can only be used while under camouflage and undetected by target
Box 1 gives +20 Camouflage, +5 Creature knowledge, and +5 Creature harvesting
Box 2 gives +20 Camouflage, +10 Creature knowledge, +10 Creature harvesting, and +10 Creature To-Hit bonus, Slit Throat
Box 3 gives +20 Camouflage, +10 Creature knowledge, +10 Creature Harvesting
Box 4 gives +20 Camouflage, +10 Creature knowledge, +10 Creature Harvesting, +5 Creature To-Hit bonus, Improved Slit Throat
Frontiering:
· Good column, only need to change the camps.
The camps will now reduce battle fatigue and give bonuses to doctor buffs. Battle fatigue will only be reduced to a certain point, but the better the camp, the faster and farther the battle fatigue drops
Tracking:
Goal Statement: This column increases a Ranger’s ability to track and chase down his prey.
· The first and third boxes increase Terrain Negotiation by +20 and Burst Run efficiency by +10
The second and fourth boxes increase the base speed of a Ranger. This means that a Ranger will be significantly faster moving than any other profession.
Also, the tracking ability will now trigger a 500m spawn. This will cause the Ranger’s spawn radius to temporarily increase to 500m, and then the old menu will appear showing the list of creatures in the area. Once the ability has been used, the ranger’s spawn radius will return to normal.
Wilderness Combat:
Goal Statement: This column improves a Ranger’s ability to fight and defend itself in the wilderness.
· Increasing combat capabilities, all traps granted in Ranger boxes will affect creatures, NPC’s, and other enemy players.
· Adrenaline Rush: Increases speed, all regeneration rates, damage, and defense for a short period of time.
· All schematic grants occur in same boxes.
· Box 1 Trapping +10, General Melee Def. +5, General Ranged Acc. +10, Adrenaline Rush
· Box 2 Trapping +10, Gen. Melee Def. +10, Gen. Ranged Acc. +10
· Box 3 Trapping +10, Gen. Melee Def. +10, Gen. Ranged Acc. +10, Improved Adrenaline Rush
· Box 4 Trapping +10, Gen. Melee Def. +15, Gen. Ranged Acc. +15
It's soooo "Early," so I am just gonna touch on combat modifiers.
Look at other professions, and how their combat mods are spread. One tree has specific weapon speed and general combat type speed, another has general defense as a plus twenty total, another has a lot of general accuracy and a little specific accuracy, and another has defenses. I believe the best way for us to have combat modifiers is for it to be structured more around defense and speed. However, even picking those two means you have to do melee and ranged unless Ranger is to become aligned with a specific weapon type. If we are aligned with thraps as our weapon, then traps and their domain symbolize our combat realm, which at this time is creatures. So, logically, those combat modifiers become defense versus creatures instead of melee and ranged. However, we want to step out of creature restriction, save the one content tree I suppose, so.......
Sorry, I can't finish my thought at 12:15 AM ![]()
Ewockiee wrote:
- Adrenaline Rush: Increases speed, all regeneration rates, damage, and defense for a short period of time.
problem is that there is no cost associated with this.
foods have filling. taking one food means another food can't be given. spices have downers. specials use up action points. This has all the positive benefits of those things with none of the cost. most defensive specials have a warmup timer and a fairly steep action cost. Speed specials like burst run have a long cooldown. damage increasing specials (such as the new one on TC for SL) are also heavy on the action cost.
this seems to have no downside. there might be an action cost, but since you're regening faster, and you can also be on food and spice, it could be mitigated very easily and you could be back to full very fast.This is overpowered, especially granted so low in the skill trees. and then it also increases your damage? This is just way too overpowered in my book.
I do however like the idea of a special that increases regeneration rates for Rangers. but it would need to have a serious consequence toprevent it from being a skill that wasn out of balance. I'll see if I can tweak it a bit and throw it in the new "enhancer" vision or Ranger that I've had.
Hey chris. ![]()
Just to let you know, anything haveing to do with the smuggler forum and devs means nothing.
LOL
Nice list of ideas, as you get more experienced you will be able to pick out more and more what not only is more likly to be implemented, but also what isn't as overpowered.
BTW, I think I can get 25cpu for that meat, so dont go selling any yet. ![]()