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View Full Version : State of the Ranger as of 6/05/10 - Section 2 Proposed Solutions - Section 3 Wish List


Mathrim
06-05-2010, 03:33 PM
<p style="margin: 0in 0in 10pt;"><strong><span style="font-size: small;"><span style="font-family: Calibri;">****Section 1 Contains General Complaints and Issues and can be found in the other thread****</span></span></strong></p><p style="margin: 0in 0in 10pt;"><strong><span style="text-decoration: underline;"><span style="font-size: small;"><span style="font-family: Calibri;">Section 2: Suggested Solutions to Correct Issues</span></span></span></strong></p><p style="margin: 0in 0in 10pt;"><span style="font-family: Calibri; font-size: small;">The following suggestions regarding corrections to our class are designed based upon an overall increase in dps for multiple functions of a ranger.<span style="mso-spacerun: yes;">  </span>Certain suggestions can be dropped in favor of larger increases in other sections than what I have suggested below.<span style="mso-spacerun: yes;">  </span>The majority of all suggestions below is based upon current in-game mechanics and should require little coding changes to resolve in my opinion.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;"><strong>1.</strong></span><span style="font: 7pt ">    </span></span></span><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Inferior Raid DPS Capability.<span style="mso-spacerun: yes;">  </span></strong><span style="mso-spacerun: yes;"> </span>All ranger combat arts should receive a 15% increase in damage across the board.<span style="mso-spacerun: yes;">  </span>There is currently a 25% to 35% dps gap between rangers and other T1 dps classes.</span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;"><strong>2.</strong></span><span style="font: 7pt ">    </span></span></span><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Lack of Raid/Group Utility.</strong><span style="mso-spacerun: yes;">   </span>The Focused Attacks AA under the ranger Shadows tree should be converted to have a component that turns Focus Aim into a raid wide buff.<span style="mso-spacerun: yes;">  </span>The Focus Aim base spell should also have a bonus to dps casting classes added such as +Disruption, etc., so that we can be of some buffing benefit when grouping/raiding with mages.<span style="mso-spacerun: yes;">  </span>There are already abilities that allow conversions to raid wide buffs such as Chime of Blades for reference.</span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;"><strong>3.</strong></span><span style="font: 7pt ">    </span></span></span><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Discriminatory Combat Mechanics</strong>.<span style="mso-spacerun: yes;">  </span>There is no reason rangers shouldn’t be able to Flurry.<span style="mso-spacerun: yes;">  </span>Period.<span style="mso-spacerun: yes;">  </span>The code for double attack is already there.<span style="mso-spacerun: yes;">  </span>Just add flurry.<span style="mso-spacerun: yes;">  </span>As far as AE Auto attack is concerned, since AE attacks are initiated from the player, having them proc from a ranger who is possibly 40+ meters away would not work.<span style="mso-spacerun: yes;">  </span>I propose that our Shadows end line ability Explosive Arrow be converted into a buff that mimics Quick Shot on our offensive stance.<span style="mso-spacerun: yes;">  </span>The ability would proc the Explosive Arrow attack which would land and initiate the AE based off the mobs position.<span style="mso-spacerun: yes;">  </span>I would suggest an initial 25% proc rate to test with.</span></span> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><strong><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;">4.</span><span style="font: 7pt ">    </span></span></span></strong><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Excessive Reuse Timers on Ranged Combat Arts</strong>.<span style="mso-spacerun: yes;">  </span>I suggest that all ranged combat arts with a reuse greater than 45 seconds have their base reuse time reduced by 25%.<span style="mso-spacerun: yes;">  </span>Sniper Shot should be excluded from this.</span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong></strong></span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><strong><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;">5.</span><span style="font: 7pt ">    </span></span></span></strong><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Dual Wielding Out Parses Ranged. </strong><span style="mso-spacerun: yes;"> </span>T9 raid bows need to have their damage increased by a minimum of 16%.<span style="mso-spacerun: yes;">  </span>There is no valid argument against this.</span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong></strong></span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><strong><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;">6.</span><span style="font: 7pt ">    </span></span></span></strong><span style="font-size: small;"><span style="font-family: Calibri;"><strong>AA Discrimination.<span style="mso-spacerun: yes;">  </span></strong>I would prefer that Opening Volley be renamed to Finishing Volley and have the same stats as Killing Fury.<span style="mso-spacerun: yes;">  </span>If this isn’t allowed, then extend Opening Volley by 10% at the beginning and raise the damage amount on it to 20% to offset the fact that the mob isn’t de-buffed fully at start.<span style="mso-spacerun: yes;">  </span>Also, since initial aggro is a factor, add a de-aggro proc to the ability to counter the crit bonus listed on Killing Fury.</span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong></strong></span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><strong><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;">7.</span><span style="font: 7pt ">    </span></span></span></strong><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Inferior Combat Arts and Excessive Cast Times.<span style="mso-spacerun: yes;">  </span></strong>Sniper Shot needs to have additional 15% increases in both its base minimum and maximum on top of the increase proposed in Suggestion 1.<span style="mso-spacerun: yes;">  </span>This combat art is actually that far below Assassinate.<span style="mso-spacerun: yes;">  </span>All ranged combat arts with cast times greater than 1 second need to have their cast times reduced by 25% while all combat arts with cast times greater than 2 seconds need to have their cast times reduced by 40%.</span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong></strong></span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><strong><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;">8.</span><span style="font: 7pt ">    </span></span></span></strong><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Mythical Nerf by removing 0 Range.<span style="mso-spacerun: yes;">  </span></strong>We have been told there is absolutely no chance of 0 meter bows being added back into the game.<span style="mso-spacerun: yes;">  </span>If this is going to be the hard line stance, then why not allow us to convert one of our AA abilities into a buff that reduces our required bow range to 0 meters.<span style="mso-spacerun: yes;">  </span>This would give the ranger class a completely unique ability.<span style="mso-spacerun: yes;">  </span>My personal suggestion is to add the additional component to Extension on the ranger AA tree and rename the ability to Superior Archery.<span style="mso-spacerun: yes;">  </span>If the developers intention is to completely remove any ability to use bows at point blank range, then reverse the process and add a buff to Extension that increases our melee combat art range by 25 meters. The Collected Memories of a Champion charm off of Miragul already does something similar to this but only effects auto-attacks.<span style="mso-spacerun: yes;">  </span>If you ask the majority of rangers, I am sure you will find out that we do NOT want to have stay at 4 meters but you don’t give us a choice because of our dependence on melee combat arts to sustain our dps while ranged combat arts recycle.</span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong></strong></span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><strong><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;">9.</span><span style="font: 7pt ">    </span></span></span></strong><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Extra Costs Only Incurred by Rangers.<span style="mso-spacerun: yes;">  </span><span style="mso-spacerun: yes;"> </span></strong>There is a lot of contention that if rangers are no longer required to buy arrows, then the woodworker class will be devastated.<span style="mso-spacerun: yes;">  </span>Our question is why should a tradeskill profession have to depend on a single class in game to support it?<span style="mso-spacerun: yes;">  </span>Many of us rangers have already leveled woodworkers or have access to guild members who make our arrows for free.<span style="mso-spacerun: yes;">  </span>Unless we are lazy or pressed for time, we completely bypass the broker and market for our supply.<span style="mso-spacerun: yes;">  </span>I propose that you change the current arrow recipes to mimic the Spirit Blessed Arrows so that 500 arrows are produced on a single combine instead of 100.<span style="mso-spacerun: yes;">  </span>Raise the fuel costs to three ethereal sandpapers for the titanium versions. Woodworkers can still make some money off of the arrows; however neither they nor we are required to spend ridiculous amounts of time grinding out single stacks of arrows to support a single class.</span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="font-size: small;"><span style="font-family: Calibri;"><strong></strong></span></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><strong><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;">10. </span><span style="font: 7pt "> </span></span></span></strong><span style="font-size: small;"><span style="font-family: Calibri;"><strong>Hawk Attack is Useless.<span style="mso-spacerun: yes;">   </span></strong>Change the Hawk Attack buff to a group buff that lowers non-fighters in group by 1 hate position every tick.<span style="mso-spacerun: yes;">   </span>Something along the lines of…Your Hawk screams at mob distracting it from attacking your group.<span style="mso-spacerun: yes;">  </span>This gives the mage group that we are in a chance to dps more and also gives us a way to save our group in mem-wipe and over-aggro situations.<span style="mso-spacerun: yes;">   </span>AE immunity or more hit points on the bird would be nice if possible.<strong></strong></span></span></p><p style="margin: 0in 0in 0pt 0.25in; mso-add-space: auto;"><strong><span style="font-family: Calibri; font-size: small;"> </span></strong></p><p style="margin: 0in 0in 0pt 0.25in; mso-add-space: auto;"><strong><span style="text-decoration: underline;"><span style="font-size: small;"><span style="font-family: Calibri;">Section 3: Personal Requests and Wish Lists</span></span></span></strong></p><p style="margin: 0in 0in 0pt 0.25in; mso-add-space: auto;"><strong></strong></p><p style="margin: 0in 0in 0pt 0.25in; mso-add-space: auto;"><strong></strong></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l0 level1 lfo2; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l0 level1 lfo2; tab-stops: list .5in;"><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;"><strong>1.</strong></span><span style="font: 7pt ">       </span></span></span><span style="font-family: Calibri; font-size: small;">Remove the stealth requirement from Natural Selection.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l0 level1 lfo2; tab-stops: list .5in;"><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;"><strong>2.</strong></span><span style="font: 7pt ">       </span></span></span><span style="font-family: Calibri; font-size: small;">Add a newer tier of Stupefying poisons.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l0 level1 lfo2; tab-stops: list .5in;"><span style="mso-bidi-font-family: Calibri;"><span style="mso-list: Ignore;"><span style="font-family: Calibri; font-size: small;"><strong>3.</strong></span><span style="font: 7pt ">       </span></span></span><span style="font-family: Calibri; font-size: small;">Remove the crushing/piercing/slashing designations on arrows and just list them as ranged.<span style="mso-spacerun: yes;">  </span>There seems to be quite a bit of confusion for new rangers on which category of arrows are best to use.<span style="mso-spacerun: yes;">  </span>They do not understand that all arrows use the ranged skill and the only important stats are the Hit Bonus and Damage rating number.</span></p>

Sydares
06-06-2010, 01:25 AM
<p><span ><p>To all those that are saying you don't want utility, just up the DPS: There's absolutely no reason why we can't have our cake and eat it too. In the case of Rangers, we unfairly bring <em>absolutely nothing</em> to the table - compared directly to other high DPS classes, high DPS and utility are completely divorced from eachother and seem to have no bearing on anything.</p><p>As far as utility actually goes, though, we don't need anything big. In fact, we just need something that might cause a raid leader to say, "Hm. 'x' ability would make it a good idea to put the Ranger in the MT group, too!" Or anything that would cause us to be in the same group as a dirge and a coercer, really. As it stands, we don't do anything substantial to benefit the raid, leading to many rangers being shunted into weird and less than ideal raid positions, further gimping their DPS.</p><p>We need, at the very least, a <span style="text-decoration: underline;">reason</span> to be placed in the groups that would provide us the best buffs.</p></span></p>

Nevao
06-06-2010, 01:49 AM
<blockquote><p style="margin: 0in 0in 10pt;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">1.   <strong> Inferior Raid DPS Capability. </strong>  All ranger combat arts should receive a 15% increase in damage across the board.  There is currently a 25% to 35% dps gap between rangers and other T1 dps classes.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">This one I'm not sure on. There are several ways to increase our DPS, either by increasing the damage amount, lowering recast, lowering cast. Personally I think a combination is needed but I don't feel comfortable from a math standpoint saying how much the increase should be. Especially without knowing what bias they are going to want us towards (i.e. spike damage, sustained damage, etc..).</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">2.    <strong>Lack of Raid/Group Utility.  </strong> The Focused Attacks AA under the ranger Shadows tree should be converted to have a component that turns Focus Aim into a raid wide buff.  The Focus Aim base spell should also have a bonus to dps casting classes added such as +Disruption, etc., so that we can be of some buffing benefit when grouping/raiding with mages.  There are already abilities that allow conversions to raid wide buffs such as Chime of Blades for reference.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">Meh, I don't think we need to spend AA to make this raid wide, just do it, even if it means stripping our personal buffs (DPS, extra accuracy) from it. I agree though that it needs something to make it useful for all attack types. If we're going to get extra utility I definitely want it to be along this vein. Don't give us a hate transfer give us something to boost accuracy/strikethrough (and make some it of temp like Focus Aim and some of it group buff(s)).</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">3.    Discriminatory Combat Mechanics.  There is no reason rangers shouldn’t be able to Flurry.  Period.  The code for double attack is already there.  Just add flurry.  As far as AE Auto attack is concerned, since AE attacks are initiated from the player, having them proc from a ranger who is possibly 40+ meters away would not work.  I propose that our Shadows end line ability Explosive Arrow be converted into a buff that mimics Quick Shot on our offensive stance.  The ability would proc the Explosive Arrow attack which would land and initiate the AE based off the mobs position.  I would suggest an initial 25% proc rate to test with. </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">I don't think this is going to make a giant difference in the long run (I think Combat Arts and Proc Mechanics are the bigger issue) but I out of fairness I want it addressed. I'd rather just see them give us access to those mods even if they have to modify it so ranged does x% damage to adjust for the mechanics (we hit less often for more so there are a few math balance issues to work through).</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">4.   <strong> Excessive Reuse Timers on Ranged Combat Arts. </strong> I suggest that all ranged combat arts with a reuse greater than 45 seconds have their base reuse time reduced by 25%.  Sniper Shot should be excluded from this.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">I'm not sure on this one, either decrease the recast and leave the damage close to what it is or significantly increase the damage. Of the two I lean more towards the latter. Let the assassins be the spike damage and let us be sustained.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">5.    <strong>Dual Wielding Out Parses Ranged. </strong> T9 raid bows need to have their damage increased by a minimum of 16%.  There is no valid argument against this.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">Again I'm not comfortable quoting percentages but I have to agree that something like this should be done. One thing I would like to make sure though is that we do not end up back in a situation where Auto Attack is our "Defining Attribute". Make our Auto Attack DPS equal to Sins and then balance us off of CA's and AA's. Otherwise we become far too dependent on Itemization to make us viable (see late EoF for example).</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">6.   <strong> AA Discrimination.  </strong>I would prefer that Opening Volley be renamed to Finishing Volley and have the same stats as Killing Fury.  If this isn’t allowed, then extend Opening Volley by 10% at the beginning and raise the damage amount on it to 20% to offset the fact that the mob isn’t de-buffed fully at start.  Also, since initial aggro is a factor, add a de-aggro proc to the ability to counter the crit bonus listed on Killing Fury.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">I would really like to hear their reasoning on this one. I'm wonder if the thought is that the first 20 percent lasts longer than the last 30. Regardless I think this should be modified just from a PR stance.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">7.   <strong> Inferior Combat Arts and Excessive Cast Times. </strong> Sniper Shot needs to have additional 15% increases in both its base minimum and maximum on top of the increase proposed in Suggestion 1.  This combat art is actually that far below Assassinate.  All ranged combat arts with cast times greater than 1 second need to have their cast times reduced by 25% while all combat arts with cast times greater than 2 seconds need to have their cast times reduced by 40%.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">Drop the stun, increase the damage to make it roughly equal of Assasinate and drop the recast for both it and Assassinate to 5 minutes. There is a gap between Preds and Sorcs and while this alone will not fix it I think it would close the gap some and make these items more useful. One thing to remember though is they don't change AA and Myth effects Assasinate will still do more damage as it has a much higher "native potency". I can live with that provided our relative overall DPS is equal. As for cast times I would suggest lowering all ranged non-AE to 1 sec if they are greater and the AE's to 1.5 seconds.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">8.    <strong>Mythical Nerf by removing 0 Range.</strong>  We have been told there is absolutely no chance of 0 meter bows being added back into the game.  If this is going to be the hard line stance, then why not allow us to convert one of our AA abilities into a buff that reduces our required bow range to 0 meters.  This would give the ranger class a completely unique ability.  My personal suggestion is to add the additional component to Extension on the ranger AA tree and rename the ability to Superior Archery.  If the developers intention is to completely remove any ability to use bows at point blank range, then reverse the process and add a buff to Extension that increases our melee combat art range by 25 meters. The Collected Memories of a Champion charm off of Miragul already does something similar to this but only effects auto-attacks.  If you ask the majority of rangers, I am sure you will find out that we do NOT want to have stay at 4 meters but you don’t give us a choice because of our dependence on melee combat arts to sustain our dps while ranged combat arts recycle.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;"></span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">I'm going to defer to the Devs on this one. 0 Range is nice but I don't want to lose out on getting a lot of DPS fixes  worked on to address this. We lived without it before I think we can easily do so again. The one thing I would like to see though if they leave 0 Range as is would be to change the mechanics for ranged to be measured against the center of the hit box, not the edge. I think that would go a long way to addressing certain mobs. I realize PvP/BG rangers will feel differently on this one but from a PvE side it's just not that big a problem.</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">9.    <strong>Extra Costs Only Incurred by Rangers.  </strong> There is a lot of contention that if rangers are no longer required to buy arrows, then the woodworker class will be devastated.  Our question is why should a tradeskill profession have to depend on a single class in game to support it?  Many of us rangers have already leveled woodworkers or have access to guild members who make our arrows for free.  Unless we are lazy or pressed for time, we completely bypass the broker and market for our supply.  I propose that you change the current arrow recipes to mimic the Spirit Blessed Arrows so that 500 arrows are produced on a single combine instead of 100.  Raise the fuel costs to three ethereal sandpapers for the titanium versions. Woodworkers can still make some money off of the arrows; however neither they nor we are required to spend ridiculous amounts of time grinding out single stacks of arrows to support a single class.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">Again this is not one I'd bother changing. Yes we pay for our DPS, but I see that cost as our trade off being able to hit from so far back. Either way, not something I'd want to see made changes on if it meant losing out on DPS changes, especially with all the things they have given us to lower arrow consumption and the Convservation AA. I haven't seen enough actual data to say that our total raid cost are that much higher (that is if you are not buying Void Warped Wood).</span></p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;">10.  <strong>Hawk Attack is Useless.</strong>   Change the Hawk Attack buff to a group buff that lowers non-fighters in group by 1 hate position every tick.   Something along the lines of…Your Hawk screams at mob distracting it from attacking your group.  This gives the mage group that we are in a chance to dps more and also gives us a way to save our group in mem-wipe and over-aggro situations.   AE immunity or more hit points on the bird would be nice if possible.</p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"> </p><p style="text-indent: -0.25in; margin: 0in 0in 0pt 0.5in; mso-list: l1 level1 lfo1; tab-stops: list .5in;"><span style="color: #ff0000;">KILL IT WITH FIRE. Period. Turn this into some form of useful utility like a group Accuracy/Strikethrough buff. </span></p><p style="margin: 0in 0in 0pt 0.25in; mso-add-space: auto;"> </p></blockquote><p><span style="color: #ff9900;">My Wish List (outside of the above):</span></p><p><span style="color: #ff9900;"></span></p><ul><li><span style="color: #ff9900;">Change the Extension AA to give us a +5 meters to our non-ranged combat arts instead of the increase to our ranged arts (which really isn't needed). That way we have a larger window (2 to 10/15) to move in and out of for positioning. (upon reading back through your post I think we're on the same page, it's just a matter of how much is added).</span></li><li><span style="color: #ff9900;">Revist our AA trees. Things like 8% double attack are just not as useuful as they once were. We need a general review of the AA and tweak to make them more meaniful in the current scheme/balance of gear.</span></li></ul><p><span style="color: #ff9900;">I'm sure I'll think of more later but I'm about to fall over tired...</span></p>

Carpediem
06-06-2010, 03:18 AM
<p>I don't think a flat percentage increase across the board is going to do that much. I really think that each combat art needs to be looked at and increased depending on the present damage.</p><p>We have to many combat arts that are like 2-4k and an increase of 15% would be next to nothing.</p>

Neiloch
06-06-2010, 09:33 AM
<p>I would like to see:</p><p>1. <strong>Access to Ae Auto and flurry</strong></p><p>2. <strong>Reduced reuse on ranged AE CA's. </strong>Instead of having to blow them all at once on one AE fight to hope to keep up, then have to wait 40 seconds and more to reuse any of them. Need the reuse reduced so we can use them repeatedly in shorter fights. Their current state makes it impossible for rangers to keep even what would be high DPS for rangers on back to back AE fights. This is part of number 3.</p><p>3. <strong>Ability to be 'pure ranged' doing top end DPS.</strong> CA damage shifted away from our melee CA's <em>OR</em> Increased range on them <em>OR</em> even a way to convert them to 'ranged' CA that takes advantage of things like ranged mastery in the TSO tree. Their current state prevents any hope of rangers being able to function fully at pure range due to their high percentage of our DPS and short range. Ranged CA's would also need a general reduction in reuse time and possibly a increase in damage if reduction in reuse didn't give us enough of a DPS boost.</p><p>4. <strong>Utility/Natures Focus. </strong>Utility can be tricky. We can't have too much since we aren't a utility class and want to be a top end DPS class, but we also want it to be on par with our other DPS classes. I think Natures Focus should have some effects added to help out casters. Ideally I would like to see made more of a passive buff as well, made its own ability or attached to Hunters Instinct. Here make it a group buff that has a chance to proc Natures Focus for a short time. AA's that increase its duration can be shifted to increase the time it stays up once proc'd and possibly increase proc chance.</p><p>5. <strong>Utility/Hawk Attack</strong>. With hawk attack I would like to see a percentage of the hate it siphons actually sent to fighters in the group. And when/if killed rather than positional deaggro just the ranger 3 spots, maybe do other non fighters down one spot and fighter up one spot. If not this just something In general something to make the aggro management of Hawk Attack more proactive and aggressive.</p><p>When it comes to utility, being useful is just part of it. It needs to be useful AS WELL AS recognized by other classes other than the ranger themselves. Being we aren't a utility class it would have to be something almost purely wanted and not needed. It needs to be easily recognizable and possibly even trackable on something like ACT. The perception of gaining an advantage through a buff can be as important if not more important than an actual advantage when it comes down to desirability for utility.</p><p>So even if your unwilling to change what utility we have it would at the very least need to changed so its more obvious people are getting these effects from our utility. Rule I would go by is if its done In combat that it shows up on ACT or had an obvious post effect like some buffs having an immunity or game generated message. Both show that people have been giving an advantage. If its active out of combat it needs to be a sustained buff, have an obvious icon and give an obvious increase in stats where shown. Only way people can clearly tell rangers are giving utility right now is if we macro'd yelling about it in group chat.</p><p><strong>Utility TL;DR</strong>. Make what ever utility we end up with more obvious that we are buffing people to their advantage, its not noticable enough right now.</p>

Nevao
06-06-2010, 11:55 AM
<p><span style="color: #ff9900;">I knew I was forgetting something last night:</span></p><ul><li><span style="color: #ff9900;">Unless all our CA's get moved to ranged then we need some method to prevent Auto Attack switching back to Melee if we use a melee art. Either some form of "Default" auto attack setting or an option that would prevent auto-attack from switching types unless the other form of auto attack was manually initiated.</span></li></ul>

Jemoo
06-06-2010, 02:47 PM
A solution to my post in the other thread (melee and bow procs) is to give rangers an AA that will allow melee weapons to proc on our bow attack at a lesser damage or rate (or both if needed). This will encourage rangers to stay with ranged auto attacks and not make ranged auto attack the better choice for other scouts or any fighter. This could replace something like the hawk attack AA or one of our Shadow tree AAs.

Writer Cal
06-06-2010, 04:48 PM
<p><cite>Neiloch@Crushbone wrote:</cite></p><blockquote><p>3. <strong>Ability to be 'pure ranged' doing top end DPS.</strong> CA damage shifted away from our melee CA's <em>OR</em> Increased range on them <em>OR</em> even a way to convert them to 'ranged' CA that takes advantage of things like ranged mastery in the TSO tree. Their current state prevents any hope of rangers being able to function fully at pure range due to their high percentage of our DPS and short range. Ranged CA's would also need a general reduction in reuse time and possibly a increase in damage if reduction in reuse didn't give us enough of a DPS boost.</p></blockquote><p>I don't know about you guys, but I wouldn't mind a new buff like:  Lowers effective worn mitigation of armor, turns melee CAs into ranged CAs with higher damage, and decreases the base reuse of other ranged CAs.</p><p>It might at least "encourage" rangers to stay ranged like casters as the devs have stated they want, while shutting up all those people who inevitably come along and say that chain armor + ranged is a justifiable reason for having crappy damage.</p>

Neiloch
06-06-2010, 06:15 PM
<p>Well considering most raids and groups (any good one) are setup so mages can live too, us wearing chain has little to no advantage in a group or raid other than making the healer work slightly less. Really only comes into play with soloing, PvP and unorthodox group setups. I would be more than willing to have some mitigation decrease if we could stay pure ranged and do top DPS. Of course we already take a defense hit in offensive stance 'Archer's Fury' Keyword: Archer's, not "Melee and Ranged Hybrid's Fury" End result I want, is to be able to do comparable top DPS of other top DPS classes, do it purely with ranged CA's/our bow, and have utility people can notice and want as much as the other top DPS classes. If you don't like any ideas to do this we have suggested, fine. Just make sure what ever you do equals out to this.</p>

glowsintheda
06-06-2010, 06:19 PM
<p>Along with everything else I really think more of our CAs should be castable on the move.  If we are scouts, then lets us act like scouts, if we are supposed to be mages and have to stand still to do all our stuff, then it all needs to be able to be done at 0 range.</p>

Neiloch
06-06-2010, 06:39 PM
Yep, ranged CA's are pretty much the worst attacks in the game right now. We can't move while using them, we can't be close while using them (unique to ranged CA's), and we can't even use them on their own due to reuse and damage problems so we have to mix in melee CA's to make up for it. So they can shoot really far, arguably useful in PvP and soloing, utterly useless in group and raid play.

skylancer
06-06-2010, 07:17 PM
<p>I've been a ranger since 11/14/04. Been through a lot of nerf bats, but like the archetype.</p><p>Finally gave up raiding with ranger's after claymore because, inarguably, rangers are worthless raiding, and are the VERY last class to be invited to instance PUG's due to their worthlessness in groups.</p><p>18 months ago rolled a ranger on Nagafen- If ya wanna have some fun Rangering, go hunt solo. We are hard to beat if we get the jump on ya.</p><p>And we rule x2 BG's <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Striikor
06-07-2010, 10:07 AM
<p>Simple quick changes. I detailed in your other post. But:</p><p><ul><li>Have hawk transfer hate from non fighters in the group to the fighters and make it AoE exempt.</li><li>Since zero range seems to be out of the question add a 5 meter melee extension to Eagle's Talon buff</li><li>Change Focus aim and split it up, make Nature's Bonus a permanent part of Hunter's Instinct with the same duration, until cancelled. And change the duration Focus Aim to be 30seconds with the same recast.</li><li>Reintroduce procs to ranged melee</li></ul><div>No new mechanic, no waiting for them to go through all the ca's. All of these exist in the game now either through items or or our own buffs. It is really nothing new or IMO, difficult.</div></p>

Striikor
06-07-2010, 10:09 AM
<p>Personally I would like to see them allow us to throw the bulk of our ca's on the move. With the changes that have happened in SF and BG this should not be a big deal anymore. </p>

Noob1974
06-07-2010, 12:56 PM
<p>1.) Utility : As Neiloch pointed out utility needs to be needed and recognised in raids and such.</p><p>Im not an advocate of telling devs to nerf other classes so dont get it wrong what i say next. Devs gave a big utility chance away when they gave summoner accuracy/striketrough group buffs.</p><p>Lore-wise it makes no sense to give mages who uses pets to do their biddings to give accurancy, rnager are known to be the most accurate class in everquest 2.</p><p>But that tells alot of how much thoughts devs actually put into the ranger class.</p><p>The only usefull utility, which i pointed out in beta, would be if rangers could debuff dmg shilds. But rogues would run crazy and devs would never gave us such utility.</p><p>This whole focus aim thing becomes anyway useless when i see the loot in the hole which has accuracy + dirges summoner buffs.</p><p>Hawk should be a pet flyign over the group, not attacking, and having a 30% chance by hit to lower then hate position by1 .</p><p>2.) DPS : Everything thats mentioned here has been said atleast since ROK beta when Top ranger like safana pointed out the discrepancy in the cas between preds and the their resulting dps gap.</p><p>This is just running in circles.. Im pretty sure soon we will have " We are looking into it" Devs statement like all the other years.</p>

Sydares
06-09-2010, 05:43 AM
At this point, I'm tempted to go to Fanfaire just to be that annoying guy who only asks class balance questions. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Mini
06-09-2010, 07:54 AM
<p>I just want the ability to chose to be a top melee/ranged dps or a top ranged dps class.  Not be forced to do both melee and ranged dps.</p><p>If I wanted to melee, I would have chosen any of the other melee classes.</p>

Upir
06-09-2010, 04:57 PM
<p>I'd just like the ability to top parses consistantly, as things are now, that doesnt happen too often anymore.  I really don't care where I'm standing when I do it.</p>

-=Hoss=-
06-09-2010, 05:27 PM
<p>And if you wanted to range, perhaps you should look into the finger wagglers.  Wizards can stand so far back a healer has trouble healing them and a melee person at the same time.  Not sure how ranger could be anything other than a combo melee/range class.</p>

Writer Cal
06-09-2010, 06:07 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p>The fact remains that rangers are <strong>intended </strong>to be a ranged class, and and we are going to make some changes that make this more viable than it has been.</p></blockquote><p><cite>Fyreflyte wrote:</cite></p><blockquote><p>We've been discussing this internally, and have some good ideas for it. We've been holding off on touching this, however, until we can get a good idea of where everyone's at after the stat changes and consolidation. Just to quell any suspicions, <strong>the ideas all focus on providing an incentive to attack from range, rather than a penalty for using the current melee range methods.</strong></p></blockquote><p>It seems the team disagrees, Hoss.  Reasons why rangers won't be getting anymore 0 range bows, from the 0m Range thread.  There are many other posts stating the same thing, but I didn't feel like quoting them all.</p>

Neiloch
06-09-2010, 06:30 PM
I won't fully disagree with rangers being a 'mixed' type of archetype. But its extremely forced in terms of performing the best we can. With that best not even being up to par. Last thing I think of a master archer doing is periodically getting melee range by choice to melee, or staying extremely close so it can both melee and shoot the enemy with its bow. I mean its just plain silly. Other MMO's with archer type classes don't do this. They don't weigh hugely useful skills on the archer melee side, they do it to the ranged side. I shouldn't be fighting to stay 5 meters i should be fighting to have as much space between the enemy and myself as possible! Melee skills should be last resort/situational skills for rangers, not on their regular rotation, and so high up in priority.

glowsintheda
06-09-2010, 11:37 PM
<p>at least bloody reminder has a slightly longer range then our other melee arts</p>

-=Hoss=-
06-10-2010, 02:54 PM
<p><cite>Daenee@Antonia Bayle wrote:</cite></p><blockquote><p>It seems the team disagrees, Hoss.  Reasons why rangers won't be getting anymore 0 range bows, from the 0m Range thread.  There are many other posts stating the same thing, but I didn't feel like quoting them all.</p></blockquote><p>Well, I was responding to nock who's post made it seem like she felt ranger was the only logical option for doing ranged dps.</p><p>I could have reworded that as "<span >And if you wanted to range <strong><em>and not suck</em></strong>, perhaps you should look into the finger wagglers." But that probably would have been seen as argumentative, so I'm glad I didn't go that route.  </span></p>

Upir
06-12-2010, 09:13 PM
<p><cite>Neiloch@Crushbone wrote:</cite></p><blockquote>...I shouldn't be fighting to stay 5 meters i should be fighting to have as much space between the enemy and myself as possible!...</blockquote><p>When soloing I'd totally agree but when you're grouped or raiding that logic gets you into trouble.  The thing that worried me when fyreflyte made that statement about keeping at range is just how much range is he talking?  If you get too far from your mob in group/raid settings sooner or later you're going to start missing buffs and heals.</p>

Neiloch
06-12-2010, 09:54 PM
Well that was just to point out if anything, we should be extreme range not 4-5 meters. I wouldn't worry about them making it so we have to be 40 meters to fight proper though heh. Would still like to see ranged versions of all our melee CA's in the TSO tree. Same requirements even, like needing to be stealth and/or behind the target. Make them share timers with their melee counterparts so we can't just double up on them all, kind of like the wizards group and self evacs. then maybe give them a rangery twist. Even after all this though, we would still need a DPS boost lol. More I think about the more I like the idea of some buff that turns our melee stuff into ranged, reduces ranged reuse and increase ranged damage for maybe a defense penalty of some sort. What ever it is they do to boost our ranged ability though, and make us more competitive pure ranged with other DPS, would basically have to [Removed for Content] our melee CA DPS, otherwise people would just stay 4-5 meters anyway and get even a bigger boost using the melee CA's.

Coldel
06-13-2010, 03:36 PM
<p><cite>Nevao wrote:</cite></p><blockquote><p><span style="color: #ff9900;">I knew I was forgetting something last night:</span></p><ul><li><span style="color: #ff9900;">Unless all our CA's get moved to ranged then we need some method to prevent Auto Attack switching back to Melee if we use a melee art. Either some form of "Default" auto attack setting or an option that would prevent auto-attack from switching types unless the other form of auto attack was manually initiated.</span></li></ul></blockquote><p> I use Macros for all of my melee CAs that switch the range auto attack back on as soon as the CA is cast, it sucks but it works.</p>

Neiloch
06-13-2010, 03:41 PM
So do a lot of rangers, but its not 100% and has secondary problems. I can't imagine this is something that hard to implement, it has no balance concerns. Plus you think someone like Rothgar would welcome it since it would cut down on the amount of macros in the game world by a lot.

Writer Cal
06-13-2010, 05:10 PM
<p>Right, like when there's really any amount of server lag going on -- which is pretty for the majority of prime time play every day for those of us on a heavy load server -- the macros don't work.  Cast melee CA, get small delay between when casting finishes and the CA actually fires off due to server lag, ranged auto-attack macro fails to go off in this delay, melee auto-attack goes off instead.</p><p>Not to mention any time I have to switch between melee and ranged auto-attack while the all the server lag is going on, I get an additional pause before it fires again like I do after casting a CA.</p><p>Either one of two things is needed.  An option for ranged auto-attack default as was discussed long ago.  Or ranged versions of melee CAs on the same timers.  Or heck, both would be nice.</p>

Macooju
06-18-2010, 12:17 AM
<p>I think an awesome utility for rangers would be to give them a buff that gives someone else in the group one of their concentration slots (it uses up one of the ranger's, and gives the target an extra). Rangers are the masters of focus and concentration right? Well all I know is that a buff like this would be completely unique and put us right in the groups we want to be in (coercer and dirge).</p>

Upir
06-18-2010, 02:39 PM
<p>If they won't fix flurry to work on bows, I'm sure they don't want to take the time to code something like that in.  Not a bad idea though....</p>

dragonlady1977
06-22-2010, 09:11 PM
<p>It would be nice to have a group wide hate decrease buff or something. Or something to balance the counter parts hate transfer.</p><p>I stopped playing my ranger for anything but bg since she always gets the short end of the stick for dps...</p>

Donilla
06-29-2010, 02:45 PM
<p>On top of all tweeks, fixes and changes being proposed, there is one basic problem that if addressed, may go a long way to setting things up for Rangers and changes in the future.....<strong>separate us from assassins.</strong> </p><p>I agree with a previous poster, sins are now rogues, and rangers should be a distinctly separate class at this point. Lets stop trying to balance rangers and sins and accept that they bear almost no similarities at this point. Break them apart and start making a ranger line unique to rangers.</p>

jjlo69
06-29-2010, 08:13 PM
<p>lol this post is mute please refer eq2wire.com for interveiw with xelgad</p><p>uncle</p>