View Full Version : Summary of changes affecting Rangers
Zerion
04-01-2008, 01:58 PM
This is taken from the patch notes and consolidates all the changes that are affecting rangers...One change I have not confirmed was the Offensive stance changing back to what is on live...This is not a summary of the effects of these changes.. this is simply a restatement / consolidation of the patch notes... <span style="color: #0099cc;"><b>GAMEPLAY</b></span> You can now choose to display your equipped bow instead of your melee weapons by going to Persona->Options and checking Display Ranged Weapon. Combat text will now display if you double attack, flurry, ranged double attack, etc.<b> </b> <span style="color: #0066ff;"><b>COMBAT</b></span> <span style="color: #009900;"><b>Ammo Changes</b></span> Ranged ammo has been adjusted to have a minimum level that represents the start of the tier. Ranged weapons will then no longer scale down to that level unless the ammo is significantly lower than the weapon. For example, all ferrite ammo is now level 70 to use. Level 80 ranged weapons will use level 80 for calculations now instead of scaling down to level 70. !! Overall damage of current level 80 items will stay the same. !! <span style="color: #009900;"><b>Hit Rates</b></span> Melee hit rates should now be slightly better against orange con mobs. <span style="color: #009900;"><b>Ranged attack modifier</b></span> Originally: (Not sure how much this was adjusted... not mentioned in notes)Current: Slightly raised the ranged damage modifier on all ranged attacks. <span style="color: #009900;"><b>Proc Normalization:</b></span> Originally: Normalized procs will now cap out at 5.33 second delay for calculations.Current: Removed the maximum proc delay.<span style="color: #0099ff;"><b>ITEMS</b></span> Strength Imbued rings will now proc from ranged attacks. The Fabled Eagle's Talon should do slightly more damage . The Di`Zok Bow of Flame is now a 7 second delay and should do slightly more damage. <span style="color: #ff6666;"><b>SPELLS/Combat Arts</b></span><b></b><span style="color: #009900;"><b>Ranger</b></span> -The hawk will no longer break stealth -The Focus Aim line now has a group component which buffs the group's melee weapon skills and weapon accuracy. Improved the damage: - Offensive stance proc<b>- (Supposedly reverted to same as Live...unconfirmed)</b>- Melee based combat arts - Trick Shot, Double Shot and Leg Shot lines (original wording was "faster reuse ranged attacks" and many rangers took this to mean that the reuse timer's were changed.. vice the intent which was to increase damage on the CA's with a faster reuse timer...) -The Bleeding Cut line has had its duration lowered to 24 seconds. -Trick Shot, Double Shot and Leg Shot lines have had their <b>casting </b>times reduced to .5 seconds. <span style="color: #ff3333;"><b>Guardian</b></span>Call to Arms line now includes ranged skill. <span style="color: #ff3300;"><b>Templar</b></span> Redoubt line now includes ranged skill. <span style="color: #ff3300;"><b>Wizard</b></span> Originally: The Burning Radiance line will now proc from ranged attacks.Current: Burning Radiance line will no longer proc from ranged. <span style="color: #ff3300;"><b>Dirge</b></span> Originally: The Cacophany of Blades line will now proc from ranged attacksUpdate 1: Cacophany of Blades will no longer proc from rangedCurrent: Cacophany of Blades will once again proc from ranged.
Anekuh
04-01-2008, 04:36 PM
<cite>Zerion@Befallen wrote:</cite><blockquote><p>This is taken from the patch notes and consolidates all the changes that are affecting rangers...One change I have not confirmed was the Offensive stance changing back to what is on live...This is not a summary of the effects of these changes.. this is simply a restatement / consolidation of the patch notes...<span style="color: #0099cc;"><b>GAMEPLAY</b></span>You can now choose to display your equipped bow instead of your melee weapons by going to Persona->Options and checking Display Ranged Weapon. </p><p><span style="color: #ff0000;">This is just cosmetic.</span> </p><p>Combat text will now display if you double attack, flurry, ranged double attack, etc.</p><p><span style="color: #ff0000;">This is just cosmetic.</span><span style="color: #0066ff;"><b>COMBAT</b></span><span style="color: #009900;"><b>Ammo Changes</b></span>Ranged ammo has been adjusted to have a minimum level that represents the start of the tier. Ranged weapons will then no longer scale down to that level unless the ammo is significantly lower than the weapon. For example, all ferrite ammo is now level 70 to use. Level 80 ranged weapons will use level 80 for calculations now instead of scaling down to level 70. !! Overall damage of current level 80 items will stay the same. !!</p><p><span style="color: #ff0000;">The RSB will now do less damage than a tier 8 bow. Arrows are now in line with tier 8 bows.</span><span style="color: #009900;"><b>Hit Rates</b></span>Melee hit rates should now be slightly better against orange con mobs.</p><p><span style="color: #ff0000;">Melee hits rates have gone up, but it will not make a huge dent in the dps arena.</span><span style="color: #009900;"><b>Ranged attack modifier</b></span>Originally: (Not sure how much this was adjusted... not mentioned in notes)Current: Slightly raised the ranged damage modifier on all ranged attacks.</p><p><span style="color: #ff0000;">I have not seen this. 3 Ranged CAs have been improved by means of faster recasting and not improved damage.</span></p><p><span style="color: #009900;"><b>Proc Normalization:</b></span>Originally: Normalized procs will now cap out at 5.33 second delay for calculations.Current: Removed the maximum proc delay.<span style="color: #0099ff;"><b>ITEMS</b></span> Strength Imbued rings will now proc from ranged attacks.The Fabled Eagle's Talon should do slightly more damage . </p><p><span style="color: #ff0000;">The slight upgrade is a joke. The bow only gets an added max damage of @+10.</span>The Di`Zok Bow of Flame is now a 7 second delay and should do slightly more damage.<span style="color: #ff6666;"><b>SPELLS/Combat Arts</b></span><b></b><span style="color: #009900;"><b>Ranger</b></span>-The hawk will no longer break stealth-The Focus Aim line now has a group component which buffs the group's melee weapon skills and weapon accuracy.</p><p><span style="color: #ff0000;">This does nothing to improve our dps.</span>Improved the damage: - Offensive stance proc<b>- (Supposedly reverted to same as Live...unconfirmed)</b>- Melee based combat arts - Trick Shot, Double Shot and Leg Shot lines (original wording was "faster reuse ranged attacks" and many rangers took this to mean that the reuse timer's were changed.. vice the intent which was to increase damage on the CA's with a faster reuse timer...)-The Bleeding Cut line has had its duration lowered to 24 seconds. -Trick Shot, Double Shot and Leg Shot lines have had their <b>casting </b>times reduced to .5 seconds.</p><p><span style="color: #ff0000;">Only the melee CAs have been improved as dar as damage is concerned. Offensive stance has not changed on test.</span><span style="color: #ff3333;"><b>Guardian</b></span>Call to Arms line now includes ranged skill.<span style="color: #ff3300;"><b>Templar</b></span>Redoubt line now includes ranged skill.<span style="color: #ff3300;"><b>Wizard</b></span>Originally: The Burning Radiance line will now proc from ranged attacks.Current: Burning Radiance line will no longer proc from ranged.<span style="color: #ff3300;"><b>Dirge</b></span>Originally: The Cacophany of Blades line will now proc from ranged attacksUpdate 1: Cacophany of Blades will no longer proc from rangedCurrent: Cacophany of Blades will once again proc from ranged.</p></blockquote><span style="color: #ff0000;">I really want to see the gap between tier 8 bows and the Mythical ET to be closer (damage wise and not added bonuses). The Mythical bow (which i'm sure Aeralik is using as his base for tests) is way ahead of the second best bow (according to Aeralik) Epic ET and Voldrath. I understand the dps modifer on Voldrath helps it some, but the Epic ET has not such thing and pales in comparison.</span>
BigChiefJJ
04-01-2008, 06:50 PM
<p>The thing that was not stated but was changed is that the damage bonus (+pierce, +crush, +slash) that arrows had went up slightly on each type of arrow but the to hit modifiers went down drastically (from 30% to 10% on field points and from 10% to 0 on bodkins).</p>
TaleraRis
04-01-2008, 08:31 PM
Dare I ask what summoned arrows went to? I haven't seen anyone mention them, although that's not really surprising, considering they're absolute crap on live.
Zerion
04-01-2008, 08:47 PM
<cite>Gwyneth@Najena wrote:</cite><blockquote>Dare I ask what summoned arrows went to? I haven't seen anyone mention them, although that's not really surprising, considering they're absolute crap on live.</blockquote>As far as I know.. no change.. but I had to log out of Test to get to a Raid on Live so...
Rodahn
04-02-2008, 12:03 AM
I'd love to actually test out these changes, you know, if the Test server was ever actually up anymore.
Zerion
04-02-2008, 12:37 AM
Its up... but they renamed it.... (for the testpvp server)SOOoooo.. you need to log in to the character select screen first...
TeflonS7
04-02-2008, 01:14 AM
Actually, for those that don't think the faster reuse ranged ca's were changed, I believe the top end dmg went up by as much as 100pts or more between test and live. Nothing drastic I know, but an increase nonetheless.
Terron
04-02-2008, 09:05 AM
<cite>Anekuh wrote:</cite><blockquote><cite>Zerion@Befallen wrote:</cite><blockquote><p>-The Focus Aim line now has a group component which buffs the group's melee weapon skills and weapon accuracy.</p><p><span style="color: #ff0000;">This does nothing to improve our dps.</span></p></blockquote></blockquote>It will increase the DPS you add to groups and raids, so it will improve your DPS.The fact that parsers will allocate it to others in your group is a problem with them and the whole idea of individual DPS when grouped.
Freliant
04-02-2008, 10:07 AM
<p>Anekuh... guess I am gonna just have to start ignoring some of your posts, cause they are really getting to be irksome. You blatantly take jabs at the dev in charge of the changes, and try to think of yourself high and mighty as the voice of the ranges. That HAS to stop. First of all, Aerilik is a profesional. Its his job to do the things he is doing, not his hobby, like yours. He doesn't just try to look out for the class that he plays on his own. In fact, I am betting he is regretting ever even implying that. I work in the tech field, and that doesn't mean that I break computers in order to have something to fix. By the same token, Aerilik and any other dev out there is not in the habit of "breaking" other classes so they appear better. That is a very ignorant statement. </p><p>Some of your comments just left me dumbfounded... the ranger class has been asking for utility since its inception, and when you are finally given one, you ask "what's in it for me?" Seriously, that is just flawed logic. Reducing cast timers on spells makes burst damage increase exponentially by the percent in reduction to casting times. That is a great improvement, even if you think its not. And finally, T8 fabled are SUPPOSED to be well below the mythicals. Ranger mythicals have a growth exactly like all the other changes from fabled to mythical, that is a 26.4% increase. Why does the damage spread seem bigger withing the other weapons?</p><p>Concider this: If you have a weapon that does 4 damage, and you increase it by 26.4%... you get a weapon that does 5 damage... a whoping 1 damage more. If you take a weapon that does 1000 damage and you increase its dps by 26.4% it does 1264 damage... 264 damage. Bows have a much higher starting damage to increase from the fabled to the mythical versions. Yep, there are NO discrepancies between all fabled to mythical changes. So you should honestly STOP trying to increase the base damage of the fabled ET. Its not only something that Aerilik has stated he will not do, but it is also unfair to all the other classes that the ranger gets a higher damage spread for their fabled version.</p>
BigChiefJJ
04-02-2008, 10:27 AM
<cite>Gwyneth@Najena wrote:</cite><blockquote>Dare I ask what summoned arrows went to? I haven't seen anyone mention them, although that's not really surprising, considering they're absolute crap on live.</blockquote><p>Last I checked on test - before this last update, summoned arrows got a slight boost to their physical damage (about the same % as the other arrows got) they are still at -5m and -5% to hit.</p><p>I think the damage is below vender and bodkin, but above field points - so for those trash solo mobs that are below your level - they will probably be good enough seeing how they are now only 5% and 15% below bodkin and field points in the to hit bonuses. </p><p>It would be really nice if there were no negative modifiers to the ranger summoned arrows though. </p>
<cite>Freliant wrote:</cite><blockquote><p>Anekuh... guess I am gonna just have to start ignoring some of your posts, cause they are really getting to be irksome. </p></blockquote>Thats going to be hard to do since he feels the need to quote an entire post to reply to it!Is that really necessary? Especially if you're replying to the first post!Anyways /derail off.<img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
Anekuh
04-02-2008, 11:25 AM
<cite>Freliant wrote:</cite><blockquote><p>Anekuh... guess I am gonna just have to start ignoring some of your posts, cause they are really getting to be irksome. You blatantly take jabs at the dev in charge of the changes, and try to think of yourself high and mighty as the voice of the ranges. That HAS to stop. First of all, Aerilik is a profesional. Its his job to do the things he is doing, not his hobby, like yours. He doesn't just try to look out for the class that he plays on his own. In fact, I am betting he is regretting ever even implying that. I work in the tech field, and that doesn't mean that I break computers in order to have something to fix. By the same token, Aerilik and any other dev out there is not in the habit of "breaking" other classes so they appear better. That is a very ignorant statement. </p><p>Some of your comments just left me dumbfounded... the ranger class has been asking for utility since its inception, and when you are finally given one, you ask "what's in it for me?" Seriously, that is just flawed logic. Reducing cast timers on spells makes burst damage increase exponentially by the percent in reduction to casting times. That is a great improvement, even if you think its not. And finally, T8 fabled are SUPPOSED to be well below the mythicals. Ranger mythicals have a growth exactly like all the other changes from fabled to mythical, that is a 26.4% increase. Why does the damage spread seem bigger withing the other weapons?</p><p>Concider this: If you have a weapon that does 4 damage, and you increase it by 26.4%... you get a weapon that does 5 damage... a whoping 1 damage more. If you take a weapon that does 1000 damage and you increase its dps by 26.4% it does 1264 damage... 264 damage. Bows have a much higher starting damage to increase from the fabled to the mythical versions. Yep, there are NO discrepancies between all fabled to mythical changes. So you should honestly STOP trying to increase the base damage of the fabled ET. Its not only something that Aerilik has stated he will not do, but it is also unfair to all the other classes that the ranger gets a higher damage spread for their fabled version.</p></blockquote><p>Sorry you feel that way. I do not trust Aeralik or any dev to do the right thing. They have giving certain guild guides to defeat VP mobs in order to obtain their Mythicals. I, for one, am pretty upset over that. </p><p>As for the dps gap from Mythical ET and the Epic ET, well...there is a gap. You keep forgetting that melee class weild 2 weapons while ranger weild one. So, do you account for the second weapon??? Nope. </p><p>If you are happy with these changes, then say so. Tell Aeralik that you are very pleased with his changes. I am not.</p>
Freliant
04-02-2008, 11:49 AM
<cite>Anekuh wrote:</cite><blockquote><cite>Freliant wrote:</cite><blockquote><p>...</p><p>And finally, T8 fabled are SUPPOSED to be well below the mythicals. Ranger mythicals have a growth exactly like all the other changes from fabled to mythical, that is a 26.4% increase. Why does the damage spread seem bigger withing the other weapons?</p><p>Concider this: If you have a weapon that does 4 damage, and you increase it by 26.4%... you get a weapon that does 5 damage... a whoping 1 damage more. If you take a weapon that does 1000 damage and you increase its dps by 26.4% it does 1264 damage... 264 damage. Bows have a much higher starting damage to increase from the fabled to the mythical versions. Yep, there are NO discrepancies between all fabled to mythical changes. So you should honestly STOP trying to increase the base damage of the fabled ET. Its not only something that Aerilik has stated he will not do, but it is also unfair to all the other classes that the ranger gets a higher damage spread for their fabled version.</p></blockquote><p>... </p><p>As for the dps gap from Mythical ET and the Epic ET, well...there is a gap. You keep forgetting that melee class weild 2 weapons while ranger weild one. So, do you account for the second weapon??? Nope. </p><p>...</p></blockquote>Well, you also seem to forget that high delay bows are functioning like 2 handed weapons, not 1 handers. And the dual wielders are not getting 2 mythical weapons... just one.
Anekuh
04-02-2008, 03:13 PM
<cite>Freliant wrote:</cite><blockquote><cite>Anekuh wrote:</cite><blockquote><cite>Freliant wrote:</cite><blockquote><p>...</p><p>And finally, T8 fabled are SUPPOSED to be well below the mythicals. Ranger mythicals have a growth exactly like all the other changes from fabled to mythical, that is a 26.4% increase. Why does the damage spread seem bigger withing the other weapons?</p><p>Concider this: If you have a weapon that does 4 damage, and you increase it by 26.4%... you get a weapon that does 5 damage... a whoping 1 damage more. If you take a weapon that does 1000 damage and you increase its dps by 26.4% it does 1264 damage... 264 damage. Bows have a much higher starting damage to increase from the fabled to the mythical versions. Yep, there are NO discrepancies between all fabled to mythical changes. So you should honestly STOP trying to increase the base damage of the fabled ET. Its not only something that Aerilik has stated he will not do, but it is also unfair to all the other classes that the ranger gets a higher damage spread for their fabled version.</p></blockquote><p>... </p><p>As for the dps gap from Mythical ET and the Epic ET, well...there is a gap. You keep forgetting that melee class weild 2 weapons while ranger weild one. So, do you account for the second weapon??? Nope. </p><p>...</p></blockquote>Well, you also seem to forget that high delay bows are functioning like 2 handed weapons, not 1 handers. And the dual wielders are not getting 2 mythical weapons... just one.</blockquote><p>I already know that. When someone starts comparing one epic to another, then they need to include both melee weapons. 2 weapons are used for a melee attack where rangers rely on one. I do not argue that the DA rating is the same between the ranger epic and melee epic, but you have to add the secondary weapon damage as well into the equation. I have not seen that. If someone can explain it better, then I'm all ears.</p>
Freliant
04-02-2008, 03:42 PM
<p>So is that what you are going to stick with now? That other melee classes use 2 weapon and you only use one? Boy did you pick the wrong tree to sniff. Dual wield and 2 handed mechanics have been changed several times over since this games inception. Initially, only dual wield weapons could get equipped on the off hand, as long as another dual wield was on the main hand. With the high delay of the 2 handers, those who used dual wield started fighting, so they were upped in damage. The 2 handers seemed pale, so they were also upped in damage. After that, dual wielders again seemed to be left behind so they added some high delay dual wield weapons (KoS, EoF), This again called for an up in 2 hander damage (btw, if you are following all this, the rangers were doing exceptional up to before this point because of the broken proc mechanic, but rangers never fought about it in the 1 and 1/2 years that the broken proc mechanic was in... but that is another story). After that, they decided to just revamp all weapons one last time, where you could equip both one hander and dual wield weapons in either hand. They were doing away with the dual wield mechanic the way it was, and renormalizing how damage on those weapons worked. That is what happened roughly 6 months ago, before the release of RoK.</p><p>What they kept, which in my opinion, they should have done away with, was high delay main hand weapons. Now there is no need to even go 2 hander. Seriously, have you seen any fighter in their right mind that would prefer a 2 hander over a 1 hander and high DA?</p><p>If what you are looking for, is to get a 2 hander type weapon to do as much DA or damage as someone wielding 2 weapons, boy, you are sooo off its not even funny.</p><p>Mythicals are 1 weapon, not a combination of weapons, and for all practical purposes, when comparing one mythical to another, you just have to compare those weapons, PERIOD. </p><p>Now, however, if you want to bring the debate up again that a 2 hander delay bow should do as much damage as a main hand weapon AND an off hand weapon, you are going back into the debate of wether a 2 hander should have as much DR as 2 dual wields. In that case, this is definately the wrong thread for you. If however, you want to discuss ways of improving ranger dps, then you are going about it the wrong way. Seriously, just stop with the ET fabled needs to do as much damage as dual wielding... its just not going to help your class to embark on that journey.</p>
Spite
04-02-2008, 03:59 PM
I don't agree with the arguement the Fabled ET should be closer in power to the mythical. All the Fabled Epic weapon are less dps than the entry lvl T8 fable weapons. What I think you should be petitioning for is a bow from T1. After all isn't a raid drop bow supposed to be an upgrade from a heroic quested one?
Zerion
04-02-2008, 04:21 PM
<cite>Spite wrote:</cite><blockquote>I don't agree with the arguement the Fabled ET should be closer in power to the mythical. All the Fabled Epic weapon are less dps than the entry lvl T8 fable weapons. What I think you should be petitioning for is a bow from T1. After all isn't a raid drop bow supposed to be an upgrade from a heroic quested one?</blockquote>Actually I can agree with that..... there should be more Raid content bows that are upgrades over the Fabled ET...
Venez
04-02-2008, 06:26 PM
<cite>Cruckin@Oasis wrote:</cite><blockquote>I don't agree with the arguement the Fabled ET should be closer in power to the mythical. All the Fabled Epic weapon are less dps than the entry lvl T8 fable weapons. What I think you should be petitioning for is a bow from T1. After all isn't a raid drop bow supposed to be an upgrade from a heroic quested one?</blockquote>Agree 100% also. No way should the fabled Eagle's Talon be better than ANY RoK raid drop bow. It is a very easy quest bow, and should be a good bow to use till a raid upgrade is avaible.
BigChiefJJ
04-02-2008, 06:33 PM
<cite>Venez@Crushbone wrote:</cite><blockquote><cite>Cruckin@Oasis wrote:</cite><blockquote>I don't agree with the arguement the Fabled ET should be closer in power to the mythical. All the Fabled Epic weapon are less dps than the entry lvl T8 fable weapons. What I think you should be petitioning for is a bow from T1. After all isn't a raid drop bow supposed to be an upgrade from a heroic quested one?</blockquote>Agree 100% also. No way should the fabled Eagle's Talon be better than ANY RoK raid drop bow. It is a very easy quest bow, and should be a good bow to use till a raid upgrade is avaible.</blockquote><p>Back to my originally question then - When are the other scouts getting an upgrade that they are replacing their fabled epic weapon with? I'm talking about a raid dropped weapon that is being used in main hand and causing the other scouts to put their fabled epic in their backpacks. If this melee weapon is dropping somewhere then this is the zone (and the mob) that should be dropping the upgrade to the fabled ET.</p>
Anekuh
04-03-2008, 12:15 AM
<cite>Venez@Crushbone wrote:</cite><blockquote><cite>Cruckin@Oasis wrote:</cite><blockquote>I don't agree with the arguement the Fabled ET should be closer in power to the mythical. All the Fabled Epic weapon are less dps than the entry lvl T8 fable weapons. What I think you should be petitioning for is a bow from T1. After all isn't a raid drop bow supposed to be an upgrade from a heroic quested one?</blockquote>Agree 100% also. No way should the fabled Eagle's Talon be better than ANY RoK raid drop bow. It is a very easy quest bow, and should be a good bow to use till a raid upgrade is avaible.</blockquote><p>I would agree on that principle, but Aeralik has made a statement suggesting the Epic ET being the best ranger bow short of Mythical.</p><p>Don't blame me for what Aeralik has stated earlier.</p><p>With that statement made, I will say the Epic ET is not the 2, 3, 4, or 5 best bow behind the Mythical.</p><p>So, Aeralik needs to either fixed his statement, or simply stand by it and fix the bow. Either way, Aeralik is just making more of a mess for the ranger class.</p>
fltengineer
04-03-2008, 04:03 AM
<cite>Freliant wrote:</cite> <blockquote><p>... the ranger class has been asking for utility since its inception, and when you are finally given one, you ask "what's in it for me?" Seriously, that is just flawed logic.</p></blockquote><p>One thing I would like to point out with this statment.</p><p>The issue with this utility is it does not help a ranger in any method what so ever. A group melee buff would place a ranger in a melee group, which would add to the assassins, brigs, and swashies dps, but hurt a rangers dps by preventing access to classes that buff ranger dps.</p><p>I beleieve that is the main complaint from most people about the type of utility we got. Something more in line for us would have been, a group mage buff or something of that sorts, something for the classes we are normally with for maximizing ranger dps, that would give a benit to those classes in return. </p>
Zerion
04-03-2008, 07:20 AM
<cite>Teda@Antonia Bayle wrote:</cite><blockquote><cite>Freliant wrote:</cite> <blockquote><p>... the ranger class has been asking for utility since its inception, and when you are finally given one, you ask "what's in it for me?" Seriously, that is just flawed logic.</p></blockquote><p>One thing I would like to point out with this statment.</p><p>The issue with this utility is it does not help a ranger in any method what so ever. A group melee buff would place a ranger in a melee group, which would add to the assassins, brigs, and swashies dps, but hurt a rangers dps by preventing access to classes that buff ranger dps.</p><p>I beleieve that is the main complaint from most people about the type of utility we got. Something more in line for us would have been, a group mage buff or something of that sorts, something for the classes we are normally with for maximizing ranger dps, that would give a benit to those classes in return. </p></blockquote>The best solution would to make this buff a raid aoe buff vice a group buff... That way rangers would left in their regular groups but still be able to benefit the raid... Then again I still think this buff would be better attached to the Attack Hawk...
TaleraRis
04-03-2008, 08:38 PM
<cite>Wodreaux@Nektulos wrote:</cite><blockquote><cite></cite><p>It would be really nice if there were no negative modifiers to the ranger summoned arrows though. </p></blockquote>Yeah, our summoned arrows should allow us to break even and if we want an extra boost, then make us break the bank by turning to crafted. But summoned arrows aren't even an option, because they're inferior in an area that matters, namely hit %.
<cite>Gwyneth@Najena wrote:</cite><blockquote><cite>Wodreaux@Nektulos wrote:</cite><blockquote><cite></cite><p>It would be really nice if there were no negative modifiers to the ranger summoned arrows though. </p></blockquote>Yeah, our summoned arrows should allow us to break even and if we want an extra boost, then make us break the bank by turning to crafted. But summoned arrows aren't even an option, because they're inferior in an area that matters, namely hit %.</blockquote><p>I strongly disagree. Summoned arrows should be a negative modifier. </p><p>Yes, it was wrong previously for CA's to take arrows to use, Yes it was wrong to have to put arrows in your backpacks slots, Yes it was wrong for arrows to originally not autofeed from inventory, but those things have been corrected. Rangers are a ranged class, using ranged weapons, which require expendables. That is the nature of the ranger; a ranger takes coin to opperate. </p><p>This game is a community, you can find ways to help reduce your arrow cost. Be a woodwoker, befriend a woodworker, set up a long term commission with a woodworker, ask if you guild has woodworkers, etc..., etc..., etc...</p><p>Honestly, summonned arrows are less for the penny pinchers and more for the lazy anyway. </p>
Ranja
04-04-2008, 01:51 PM
<cite>Bunn@Lucan DLere wrote:</cite><blockquote><cite>Gwyneth@Najena wrote:</cite><blockquote><cite>Wodreaux@Nektulos wrote:</cite><blockquote><cite></cite><p>It would be really nice if there were no negative modifiers to the ranger summoned arrows though. </p></blockquote>Yeah, our summoned arrows should allow us to break even and if we want an extra boost, then make us break the bank by turning to crafted. But summoned arrows aren't even an option, because they're inferior in an area that matters, namely hit %.</blockquote><p>I strongly disagree. Summoned arrows should be a negative modifier. </p><p>Yes, it was wrong previously for CA's to take arrows to use, Yes it was wrong to have to put arrows in your backpacks slots, Yes it was wrong for arrows to originally not autofeed from inventory, but those things have been corrected. Rangers are a ranged class, using ranged weapons, which require expendables. That is the nature of the ranger; a ranger takes coin to opperate. </p><p>This game is a community, you can find ways to help reduce your arrow cost. Be a woodwoker, befriend a woodworker, set up a long term commission with a woodworker, ask if you guild has woodworkers, etc..., etc..., etc...</p><p>Honestly, summonned arrows are less for the penny pinchers and more for the lazy anyway. </p></blockquote>Says the non-ranger. Do you have any idea how many arrows we go through or how much it cost? Let me ask you this: How many other classes have to pay for their DPS? (Not counting poisons which every scout uses).
44Dragon
04-04-2008, 01:57 PM
<cite>Ranja wrote:</cite><blockquote><cite>Bunn@Lucan DLere wrote:</cite><blockquote><cite>Gwyneth@Najena wrote:</cite><blockquote><cite>Wodreaux@Nektulos wrote:</cite><blockquote><cite></cite><p>It would be really nice if there were no negative modifiers to the ranger summoned arrows though. </p></blockquote>Yeah, our summoned arrows should allow us to break even and if we want an extra boost, then make us break the bank by turning to crafted. But summoned arrows aren't even an option, because they're inferior in an area that matters, namely hit %.</blockquote><p>I strongly disagree. Summoned arrows should be a negative modifier. </p><p>Yes, it was wrong previously for CA's to take arrows to use, Yes it was wrong to have to put arrows in your backpacks slots, Yes it was wrong for arrows to originally not autofeed from inventory, but those things have been corrected. Rangers are a ranged class, using ranged weapons, which require expendables. That is the nature of the ranger; a ranger takes coin to opperate. </p><p>This game is a community, you can find ways to help reduce your arrow cost. Be a woodwoker, befriend a woodworker, set up a long term commission with a woodworker, ask if you guild has woodworkers, etc..., etc..., etc...</p><p>Honestly, summonned arrows are less for the penny pinchers and more for the lazy anyway. </p></blockquote>Says the non-ranger. Do you have any idea how many arrows we go through or how much it cost? Let me ask you this: How many other classes have to pay for their DPS? (Not counting poisons which every scout uses). </blockquote><p>measure it in plat rather than gold per night & no other class has a cost based class like the ranger.</p><p>Any other answer and you are kidding yourself.</p><p>If the summoned arrows were used to balance us then maybe there would be something to the issue of crafted arrows being an upgrade that we pay for, but I doubt rangers were balanced on CA summoned arrows. Oh, before someone jumps down my neck for not listing everything that has been done to help our cost of playing our class...thanks for Bounty (insert most sarcastic face you can imagine) :=P</p>
BigChiefJJ
04-04-2008, 03:20 PM
<cite>Bunn@Lucan DLere wrote:</cite><blockquote><cite>Gwyneth@Najena wrote:</cite><blockquote><cite>Wodreaux@Nektulos wrote:</cite><blockquote><cite></cite><p>It would be really nice if there were no negative modifiers to the ranger summoned arrows though. </p></blockquote>Yeah, our summoned arrows should allow us to break even and if we want an extra boost, then make us break the bank by turning to crafted. But summoned arrows aren't even an option, because they're inferior in an area that matters, namely hit %.</blockquote><p>I strongly disagree. Summoned arrows should be a negative modifier. </p><p>Yes, it was wrong previously for CA's to take arrows to use, Yes it was wrong to have to put arrows in your backpacks slots, Yes it was wrong for arrows to originally not autofeed from inventory, but those things have been corrected. Rangers are a ranged class, using ranged weapons, which require expendables. That is the nature of the ranger; a ranger takes coin to opperate. </p><p>This game is a community, you can find ways to help reduce your arrow cost. Be a woodwoker, befriend a woodworker, set up a long term commission with a woodworker, ask if you guild has woodworkers, etc..., etc..., etc...</p><p>Honestly, summonned arrows are less for the penny pinchers and more for the lazy anyway. </p></blockquote><p>Lets face it - in the past most rangers were not using WW arrows for the superior direct damage they provide (field points actually have less damage than summoned arrows), they were using them for the extra to hit bonus and range. The logic was a simple 50 more damage per arrow autoattack did nothing to compensate for the -35% accuracy that you lost and the -10 m distance. One missed autoattack out of 50 would basically render that extra 50 points of damage you got on the other 49 attacks useless. </p><p>I really would like to see summoned arrows as the baseline for ranger AA damage - its free ammo that is provided to rangers and it is how every other scout is balanced - other scouts just don't have to manage a consumable to melee autoattack with - but their supply of items that they use to autoattack is free and dont have any negative modifiers. Now if a weaponsmith made a ‘sharpening stone' that cost the melee scout 2 sp each to use each swing and it reduced each hit by 20 but improved their hit % by 10% do you think these melee scouts would start using them or would they stick to the ‘free sharpening stone'?</p>
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