Ranger Archive
Thread: I am new to ranger, but these are my suggestions
I have no idea who reads this board or if this is really worth the effort to write. That being said, I became a ranger about a week ago. So far, I have really enjoyed the ability to track things. However, ranger eats up a lot of skill points and I feel that they should add some other benefits to it. So, here are my suggestions
1. Add tracking distance skill mod to the tracking tree. For instance, something like the following would be nice.
Novice
I am not sure who reads this board or if it iseven worth the time to write this. That being said, these are my suggestions to ranger. I am new to the profession and so far enjoy the ability to track. Looking up the skill trees, I see little incentive to pursue some of them. So, these are my suggestions to the devs to make it woth spending the skill points on ranger.
1. Add a tracking distance skill mod to the tracking skill tree. For instance, something like this:
Novice Ranger 500m, Tracking I 700m, Tracking II 900, etc up to 1500m at master.
2. Stack mask scent and conceal and make them work better.
3. Add mask scent bonuses as you go up the wayfarer skill tree.
4. Axe the crawl speed bump for terrain negotiation. Make rangers improve their running speed and distance and length that burst run lasts. Rangers should be the ultimate explorers, this includes the ability to move quickly. Sure, crawling faster is nice, but I don't really use it as I am melee. Doesn't this really only help rifleman?
5. Allow Battle Fatigue to be healed in the upper level camps. I mean, there is NO incentive to get high level base camps other than that they look cool. People say, "they have crafting stations." My response, so does my probot. I can pull him out in a level I camp. why would I need a higher camp to have this then?
6. My final suggestions, add melee combat to hit bonuses too. Why should only ranged combat benefit from this?
That's about it. I guess my major complaint is that ranger seems like it should be one of the coolest and most enjoyable professions out there. I want it to be. Right now, it seems broke and in need of drastic improvements to justify pursuing it. Currently, I am only interested in the tracking skills and possibly the camo skills with what I have read about the changes coming in the new patch. So, why not make the other skill trees have contributions too?
Miyamoto, Kettemoor server
Master CH, Ranger 1030, Novice Medic 0000, Twohanded sword 0022
thetick15 wrote:
4. Axe the crawl speed bump for terrain negotiation.
Argh! I love the faster crawling speed. It helps me out a ton, but I'm also a CH and the crawling speed helps tremendously in taming pets.
There's already a Burst Run mod called "Burst Run Efficiency" They could add a few more of those to the Wayfaring line I guess. But I think it just lowers the Ham cost to Burst, and lowers the time needed to wait so your not "Too Tired to Burst Run"
Maybe have it like 0-50 Burst Efficiency does Ham cost and speed of recovery, then 50-100 effects the duration of Burst Run?
/shrug
I never thought about crawling to tame pets, that is an interesting idea. As for the burst run mod, it seems pointless. Even before I was a ranger, I noticed almost NO HAM cost when I burst run. So, the mod lowers the non-noticeable cost to an even lesser noticeable cost? Seems like a ridiculous mod. It would be so much nicer if it allowed us to use burst run more often or increased the length that a burst run lasted.
Miyamoto, Kettemoor server
Master CH, Ranger 1030, Novice Medic 0000, 2handed sword 0122
WELCOME TO THE RANGERS BY THE WAY!
thetick15 wrote:
I am not sure who reads this board or if it iseven worth the time to write this. That being said, these are my suggestions to ranger. I am new to the profession and so far enjoy the ability to track. Looking up the skill trees, I see little incentive to pursue some of them. So, these are my suggestions to the devs to make it woth spending the skill points on ranger.
1. Add a tracking distance skill mod to the tracking skill tree. For instance, something like this:
Novice Ranger 500m, Tracking I 700m, Tracking II 900, etc up to 1500m at master.
Hey! That was my suggestion you suggestion stealer!, lol
2. Stack mask scent and conceal and make them work better.
Whatever, just make one or the other or both work!
3. Add mask scent bonuses as you go up the wayfarer skill tree.
That's how it used to be, again, maskscent and conceal need tweaking.
4. Axe the crawl speed bump for terrain negotiation. Make rangers improve their running speed and distance and length that burst run lasts. Rangers should be the ultimate explorers, this includes the ability to move quickly. Sure, crawling faster is nice, but I don't really use it as I am melee. Doesn't this really only help rifleman?
Don't be so anxious to "axe" things in return for favors from the DEVS, we can keep our crawl speed, AND get your proposed improvements.
5. Allow Battle Fatigue to be healed in the upper level camps. I mean, there is NO incentive to get high level base camps other than that they look cool. People say, "they have crafting stations." My response, so does my probot. I can pull him out in a level I camp. why would I need a higher camp to have this then?
All camps need an overhaul, the little ones need nerfing, and the bigger ones need to be pumped up benefit wise. The basic camp medical droid with 2 crafting station crap being almost equal to a HTFB is how we say "bullsh!t"...
The BF issue is real old and a valid question, too long to address but, one of the main things to answer and consider is how will healing BF in a high level camp affect entertainers?
6. My final suggestions, add melee combat to hit bonuses too. Why should only ranged combat benefit from this?
Well, I always look to RL for the answer to this...when was the last time you saw a hunter go up to a bear and punch it in the face? or stab it for that matter. Even primitive man, when using bladed or pointed objects "threw" them at thier prey and it was usually in a group, so they were still "technically" projectiles.
That's about it. I guess my major complaint is that ranger seems like it should be one of the coolest and most enjoyable professions out there. I want it to be.
I think it is, because this game revolves so much around "hunting" it's basically Star Wars Hunter...
Right now, it seems broke and in need of drastic improvements to justify pursuing it.
I strongly disagree...as compared to some issues of other professions, we are the golden ones... we probablyhave had the most changes and improvements over other professions since day one. (well, because we were admittedly, by the DEVS, not really completed at launch)
Currently, I am only interested in the tracking skills and possibly the camo skills with what I have read about the changes coming in the new patch. So, why not make the other skill trees have contributions too?
Miyamoto, Kettemoor server
Master CH, Ranger 1030, Novice Medic 0000, Twohanded sword 0022
Guys,
90% of these suggestions are part of N'Raas list for the Devs.
The mask scent stuff, though, is my territory, and I'll tell you right now that Rangers aren't going to be getting any bonuses to mask scent. It's a Scout skill.
B
DeltaXi65 wrote:
The mask scent stuff, though, is my territory, and I'll tell you right now that Rangers aren't going to be getting any bonuses to mask scent. It's a Scout skill.
You can agree to share this "territory" with Nras as much as you want. However, Conceal and maskscent are so fundamentally different (and completely borked) that Rangers still need to rely on maskscent, for obvious reasons, making it a ranger skill. It's not like any Hunting nerfs are the domain of the Scout Correspondent just because it is a skill we pick up at Novice Scout. The fact that the most basic ability of a ranger is considered a scout skill is the entire problem with the Ranger profession.
RVE wrote:
thetick15 wrote:
4. Axe the crawl speed bump for terrain negotiation.
Argh! I love the faster crawling speed. It helps me out a ton, but I'm also a CH and the crawling speed helps tremendously in taming pets.
Rangers don't have any skill for taming a pet so since CHs have explore IV at least I don't see why the extra crawl speed shouldn't be given to CHs instead or in addition. I certainly don't have any need for crawl speed.
As to my "axe the crawl speed" comment. Point well taken that I should not be asking the devs to axe something in return for something else.
Other comment, sorry if I ripped off anyone else suggestions, not my intention. Just thought I'd say what I see as in need of improvement. Oh, and yeah, I see that most of my points are mentioned in other posts. I should read more before I whine ![]()
Oh yeah, one more thing, nice bear v. punch comment. The thought of that cracks me up.
But, a sword vs. a bear might have some effect, who knows? I don't necessarily think it is ridiculous for a well trained swordsman to slay a wild animal. Especially when you consider how sharp certain swords are in real life.