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Unread 12-21-2005, 04:31 PM   #1
Nulad

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Me, nasty, not getting that extra ranged attack off before getting to melee range added to the proc removal of our secondary weapons is kinda hurting, not so bad against normal and downs but ^ and above it can be unpleasant.  I'm willing to bet that the devs neglegted to think on how this change would affect ranged arts and I'm not just talking bows here...I wonder if we'll ever get a response?Ahhhh, that familiar nerf bat feeling SMILEYNul.
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Unread 12-21-2005, 05:32 PM   #2
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Oh God, they didn't update my server until this morning I believe - what have they done to us now?!?!
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Unread 12-21-2005, 05:37 PM   #3
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It's too fast now.  I can only get 1 bow shot in with my Ranger before the mob's on my [expletive haxx0red by Raijinn] eating me.
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Unread 12-21-2005, 07:37 PM   #4
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Yeah, it hurts.  I tried soloing the same mobs I had fought the day before, and I didn't have nearly as much control - I lost too many oportunities to fire.  I found myself forced to melee too much.  Didn't feel very rangery.  SMILEY
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Unread 12-21-2005, 08:53 PM   #5
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Yeah the run speed is buggy. On some mobs I used my legshot and slowed the mob down by 47% and I still was only able to get 2 shots off were as before I could get 4.  Then like you others have said I was in melee and my second hand proc was very noticable not being there.  Whith that said I also noticed that I would proc maybe 1-2 times in a melee fight.
 
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Unread 12-21-2005, 09:04 PM   #6
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Man, this is scary.  Almost too afriad to download the update when I get home!
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Unread 12-21-2005, 09:10 PM   #7
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Yep, I can now only get my 2 best ranged attacks in before the mob reaches instead of the normal 3. Even before they increased our run speed I could get in 3 attacks...I mean teh run speed increase for the characters aminly allowed me to run across a zone a little faster but the end result has now effected my combat ability. While my running faster is nice....I'd prefer to be slow again and still get my 3 attacks in. In addition, It seemed as if with heroics I now am not able to use cheapshot and get an attack in as consistantly as before. Yes, I know about the only 2 second stun on heroics but since their now faster...they now seem to close that small gap faster and many times prevent me from getting in my ranged attack. Life goes on of course but I'm just a little sad.
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Unread 12-22-2005, 08:51 AM   #8
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Hmmm....Well looks like we got nerfed thru the back door instead of the front.  :smileysad: This takes away the Range from Rangers...at least while soloing anyway.  More reason to use the stun type poisons and hope they proc every hit and prices go down on them...lol  :smileyvery-happy:

Dear Santa,

Please have SOE give Rangers ranged attacks that cause stun, root, or slow enemys drastically.

Thank you,

Kindrid

Oh well at least all the other updates recently have been positives for Rangers, well except for the poison proc...
 
 

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Unread 12-22-2005, 12:33 PM   #9
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Not saying your wrong or anything but curious as to how its different than pre LU17 now? I mean if in fact players got a run speed bonus in LU17 and mobs now got the same bonus in LU18 then shouldnt it even itself out and be nearly the same as pre-LU17?
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Unread 12-22-2005, 01:17 PM   #10
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Klund wrote:
Not saying your wrong or anything but curious as to how its different than pre LU17 now? I mean if in fact players got a run speed bonus in LU17 and mobs now got the same bonus in LU18 then shouldnt it even itself out and be nearly the same as pre-LU17?



The Mobs are running faster now and we are still standing still... Before we would hit the mob and they would come after us and get there in lets say 5 seconds. Now they run faster so now they get there in 3.5 seconds. Well we are standing still so they arrive 1.5 seconds earlier than before. Before we were able to launch some more arrows in that time, now we have to get our swords out and get ready to melee.
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Unread 12-22-2005, 01:22 PM   #11
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Klund wrote:Not saying your wrong or anything but curious as to how its different than pre LU17 now? I mean if in fact players got a run speed bonus in LU17 and mobs now got the same bonus in LU18 then shouldnt it even itself out and be nearly the same as pre-LU17?

If we were able to cast all our CA's on the move it wouldn't be a problem, but apart from a couple all require you to be stood still so it exactly as explained above.  Again, I'll point out that this is probably affecting a far wider audience than just rangers, we are not the only class to use ranged attacks of some sort or another. Nul.
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Unread 12-23-2005, 12:17 AM   #12
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Ah thanks for clarifying, indirect nerf indeed then for rangers/wizards/warlocks. I was wondering why they were all of a sudden changing running speeds...clearer to what they were doing now I guess... How bad is it though? Curious as I was wanting a high dps solo class and decided on a ranger.

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Unread 12-23-2005, 12:27 AM   #13
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At 41, I can still solo - just not quite as easily as before.  I have to pay more attention to my CA timers, since I have fewer options.  The difference seems to be a matter of the mob arriving in melee range with 30% of its health left, instead of 5% now.  (That's against orange down-arrow singles.)
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Unread 12-23-2005, 01:17 AM   #14
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The only hunting I did yesterday was in the Elfin Wonderland, using enchanted snowballs. Warmed me ranja heart, being able to fire those puppies while running AND at PB range. SMILEY

So I haven't seen the new runspeed firsthand while soloing, but I imagine it will make things more difficult for us. That's fine. I didn't make a ranger because I liked things easy.

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Unread 12-23-2005, 01:55 AM   #15
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::blush::  I didn't see that I had gotten the snowball pouch.  I killed all the Elfin Wonderland critters with regular arrows.
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Unread 12-23-2005, 02:17 AM   #16
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Doh :smileysad:

Yeah the pouch was very nice...I was killing everything in two hits :smileyhappy:

 

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Unread 12-24-2005, 04:25 AM   #17
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To me it's pretty bad, we never did fair to well vs ^ solo mobs yes we could take them by kiting but for xp'ing that's not to effective. I used to tend to fight solo down mobs in groups for the xp bonus. But with the changes there is very little room for error now. Truthfully I thought the changes would affect my Swash the most, but I was way off. Rangers aren't to great at soloing at all now, if you solo you'll likely do much better picking almost anything else at this point. Still good in groupd though.
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Unread 12-24-2005, 05:35 AM   #18
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The mobs run speed should be slowed like ours is as soon as the fight is engaged, but it doesn't.  In "my opinoion" its broken as is.... and really sucks.
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Unread 12-24-2005, 06:28 AM   #19
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To me it's pretty bad, we never did fair to well vs ^ solo mobs yes we could take them by kiting but for xp'ing that's not to effective.

Errr...I never had real issues with single ^ heroics.  Tough fights for sure, but even yellows I could(and still can) take without much issue.

EVen now It isn;t that big a deal.  Yes I can notice the difference, but I tend to hit them with a snare first anyway, or due to enviroment issues, engage at much less than max range anyway.  It was always faster for me to tear through groups of down arrow mobs than to hunt and engage in tough fights with heroics.

In fact I think this is a bigger affect than the proc changes.  That is I dodn;t know it had happened would not have registered for me since I have percieved so little change.

Just changes tactics a bit.  You are never gonna be able to stop adapting.  These games always change.  I was a dman good Ranger in EQ1, played a ridiculas amount and could pull off stuff I wasn't suppose to be bale to do(not cause I am uber, I just had WAY to much practice), but I know that if I went back now Fippy would probably hand me my rear end because I have no clue how the game is palyed now.

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Unread 12-25-2005, 04:02 AM   #20
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Bayler_xev wrote:At 41, I can still solo - just not quite as easily as before.  I have to pay more attention to my CA timers, since I have fewer options.  The difference seems to be a matter of the mob arriving in melee range with 30% of its health left, instead of 5% now.  (That's against orange down-arrow singles.)

That was apparently not intended to be funny, but if you go back and look at it maybe you'll see the humor too.  As a paladin, when I pull a solo con with my highest DD spell it arrives at 95% of it's life.  To have a mob almost dead before it even has a chance to get off an attack is just obscenely overpowered.  Watching rangers solo kill yellow +++  named mobs demonstrates the degree to which rangers are broken.  I don't really mind you guys being great dps, because a ranger to me is something that screams dps, but taking no damage while doing it is just wrong. 
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Unread 12-25-2005, 04:10 AM   #21
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EvilIguana966 wrote:

Bayler_xev wrote:At 41, I can still solo - just not quite as easily as before.  I have to pay more attention to my CA timers, since I have fewer options.  The difference seems to be a matter of the mob arriving in melee range with 30% of its health left, instead of 5% now.  (That's against orange down-arrow singles.)

That was apparently not intended to be funny, but if you go back and look at it maybe you'll see the humor too.  As a paladin, when I pull a solo con with my highest DD spell it arrives at 95% of it's life.  To have a mob almost dead before it even has a chance to get off an attack is just obscenely overpowered.  Watching rangers solo kill yellow +++  named mobs demonstrates the degree to which rangers are broken.  I don't really mind you guys being great dps, because a ranger to me is something that screams dps, but taking no damage while doing it is just wrong. 

Yes, but when it arives with that amount of health and hit us once how much damage do we take?  A little bit more than you in your plate armor at a guess. You do realise a Paladin is a tank, don't you?
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Unread 12-25-2005, 06:09 AM   #22
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A tank coming to a DPS class forum and complaining about his inability to match our DPS...  Priceless.  What's next, Clerics who can't shoot arrows?  LOL
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Unread 12-25-2005, 06:31 AM   #23
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Yeh, and with it's 30% health said mob will smack most Rangers silly, if you are going to compare then you need to take the whole class into account not just one aspect of it.  Soloing ^^^ yellows is something I cant do, even with the right poisons. If a ^^^ yellow mob got to me with even 5% health left chances are very good that I'd be dead well before it hit 3% health. We depend on taking most of a mobs health off them before they get to melee range and it must be a very fine balance for the devs to get right, too little damage and we die like flies, too much and we're overpowered.  As I have stated before, if anything is overpowered its the poison, not us. Nul.
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Unread 12-25-2005, 12:32 PM   #24
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First, to all the Rangers out there whining about not being able to solo, please delete you char and make another non-scout class.  I will agree that it does suck a tad that your average Ranger can't solo as well as they could, however I must applaud SOE because now the unskilled can be weeded out.
 
The slight increase in run speed doesn't bother me at all.  It just means I need to adjust my strategy a little, that's all.  Yeah, I loved it back in the day when I could solo 2 green ^^ firerock goliaths purely by melee.  At the same time mind you.  I had a rude awakening after the combat revamp when I went up against a ^^ green and got my dual-breed buttocks handed to me.  Rather than throw a fit and curse out SOE, why not try something different?
 
To those that want to cry and curse out SOE because Rangers don't hit as hard as wizzies, so what?  Would you really want to exchange dps for survivability?  How many of us have grouped with a wiz that nukes for 4k+ then dies shortly afterwards?  There was a few mentions of kiting too.  Where's the skill in that?  Rangers have all the tools they need to kick alot of butt.  You just need to be smart about it.  If you haven't figured out by now, poisons, snare, and stun are your friends. Rangers are damage dealers that do their best dps at, hold the phones, range.  Moaning about Ranger melee dps is sorta like a mage begging for a heal.  Wouldn't it be great if Rangers had more melee dps, higher mitigation, could heal, and had uber pets?  NO!!!!  Absolutely not.
 
My only real complaint is the number of mobs that can see through stealth now.  Not a game ending thing, just annoying is all.
 
To wrap up, Rangers are an awesome class.  If you've never had people in group ask you to slow down on dps because you're making the other dps classes look bad, or had a healer say they feel useless because you're killing the mobs too fast, step up your game some.  And SOE can make the mobs run as fast as they want.  Just means they die a little more tired is all.
 
 
 
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Unread 12-25-2005, 12:44 PM   #25
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EvilIguana966 wrote:

Bayler_xev wrote:At 41, I can still solo - just not quite as easily as before.  I have to pay more attention to my CA timers, since I have fewer options.  The difference seems to be a matter of the mob arriving in melee range with 30% of its health left, instead of 5% now.  (That's against orange down-arrow singles.)

That was apparently not intended to be funny, but if you go back and look at it maybe you'll see the humor too.  As a paladin, when I pull a solo con with my highest DD spell it arrives at 95% of it's life.  To have a mob almost dead before it even has a chance to get off an attack is just obscenely overpowered.  Watching rangers solo kill yellow +++  named mobs demonstrates the degree to which rangers are broken.  I don't really mind you guys being great dps, because a ranger to me is something that screams dps, but taking no damage while doing it is just wrong. 

I'm not talking about yellow+++'s.  These are solo mobs - we're meant to be able to kill them.  And being orange-'s, it should be a tough fight.  And it is - I don't always win.  And keep in mind, these are fights chosen according to my capabilities. As stated above, rangers are *supposed* to fight with ranged attacks.  Just like mages.  When the mob makes it to melee range, we get beat up a lot, and we can't do much damage any more.  You, on the other hand, are a paladin.  You're *not* supposed to fight with ranged attacks.  I'd guess that the purpose of your DD spells, in fact, isn't actually the damage so much as the agro or debuf or whatever.  (I could be wrong - I've never played a paladin.)  You're supposed to stand toe to toe with a mob, hitting him with your sword while he hits you with his.  And you do much better than we do in those kinds of fights.
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Unread 12-25-2005, 02:05 PM   #26
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Grueden wrote:
First, to all the Rangers out there whining about not being able to solo, please delete you char and make another non-scout class.  I will agree that it does suck a tad that your average Ranger can't solo as well as they could, however I must applaud SOE because now the unskilled can be weeded out.
 
The slight increase in run speed doesn't bother me at all.  It just means I need to adjust my strategy a little, that's all.  Yeah, I loved it back in the day when I could solo 2 green ^^ firerock goliaths purely by melee.  At the same time mind you.  I had a rude awakening after the combat revamp when I went up against a ^^ green and got my dual-breed buttocks handed to me.  Rather than throw a fit and curse out SOE, why not try something different?
 
To those that want to cry and curse out SOE because Rangers don't hit as hard as wizzies, so what?  Would you really want to exchange dps for survivability?  How many of us have grouped with a wiz that nukes for 4k+ then dies shortly afterwards?  There was a few mentions of kiting too.  Where's the skill in that?  Rangers have all the tools they need to kick alot of butt.  You just need to be smart about it.  If you haven't figured out by now, poisons, snare, and stun are your friends. Rangers are damage dealers that do their best dps at, hold the phones, range.  Moaning about Ranger melee dps is sorta like a mage begging for a heal.  Wouldn't it be great if Rangers had more melee dps, higher mitigation, could heal, and had uber pets?  NO!!!!  Absolutely not.
 
My only real complaint is the number of mobs that can see through stealth now.  Not a game ending thing, just annoying is all.
 
To wrap up, Rangers are an awesome class.  If you've never had people in group ask you to slow down on dps because you're making the other dps classes look bad, or had a healer say they feel useless because you're killing the mobs too fast, step up your game some.  And SOE can make the mobs run as fast as they want.  Just means they die a little more tired is all.
 
 
 
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Stop confusing the issue, I haven't seen one post in here yet that says 'Bahhhhwwwahahaha, I can't solo anymore!!!'  It was a simple question as to how my fellow Rangers are finding the change, the general feeling by the looks of things is that it's made life a little harder but isn't a problem in the least.  Then things changed as to why you cannot compare a tank with a Ranger via ranged damage output, again nobody said that they couldn't solo anymore. Having said all that, I am still convinced that SOE failed to take into account ranged arts users whith this change, us, wizzy's and whoever else uses them. Nul.
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Unread 12-25-2005, 04:12 PM   #27
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Mentla wrote:

EvilIguana966 wrote:

Bayler_xev wrote:At 41, I can still solo - just not quite as easily as before.  I have to pay more attention to my CA timers, since I have fewer options.  The difference seems to be a matter of the mob arriving in melee range with 30% of its health left, instead of 5% now.  (That's against orange down-arrow singles.)

That was apparently not intended to be funny, but if you go back and look at it maybe you'll see the humor too.  As a paladin, when I pull a solo con with my highest DD spell it arrives at 95% of it's life.  To have a mob almost dead before it even has a chance to get off an attack is just obscenely overpowered.  Watching rangers solo kill yellow +++  named mobs demonstrates the degree to which rangers are broken.  I don't really mind you guys being great dps, because a ranger to me is something that screams dps, but taking no damage while doing it is just wrong. 

Yes, but when it arives with that amount of health and hit us once how much damage do we take?  A little bit more than you in your plate armor at a guess. You do realise a Paladin is a tank, don't you?

Yes you take more damage in melee, but you also do more in melee so it hypothetically balances out.  But if you kill a mob in a few seconds before it even has a chance to fight back you are taking far far less damage than I am because you simply aren't getting hit much if at all.  Taking less damage, doing more damage, doesn't seem quite balanced to me.  If it were up to me I'd remedy the situation by equipping more npcs with bows of their own SMILEY
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Unread 12-25-2005, 09:05 PM   #28
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EvilIguana966 wrote: Yes you take more damage in melee, but you also do more in melee so it hypothetically balances out.  But if you kill a mob in a few seconds before it even has a chance to fight back you are taking far far less damage than I am because you simply aren't getting hit much if at all.  Taking less damage, doing more damage, doesn't seem quite balanced to me.  If it were up to me I'd remedy the situation by equipping more npcs with bows of their own SMILEY

You're mistaken when you say that we do more melee damage; it's certainly wrong to say that it evens out.  To do good damage, we need to be at a distance so we can use our bows.  Failing that, we need to have access to the enemy's back, and chances to hide.  When we're fighting toe-to-toe, we generally don't have any of those options.  (We have a stun that lets us use them to a certain degree, but not nearly as much as we would in a group fight.) And please don't downplay the difference in how much damage we take.  Then, too, we have no ability to heal, other than potions. I do agree that it could be interesting to fight mobs with bows.  But keep in mind that when soloing, we'd still get to choose which mobs we fight, and we'd avoid ones that negated our advantages.
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Unread 12-26-2005, 11:10 PM   #29
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Yeah, I went off on a tangent a little.  Was reading a few different posts and everything came out in the one post I replied to.  But generally, I don't mind the changes too much.  Now when mobs run faster than I can again, then I'll be a bit more worried.
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Unread 12-27-2005, 06:05 AM   #30
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    I wish that mobs would need some time to figure out where we are, when we shoot into their backs...from a conceal position, blended into the enviroment. (emerald armor in forrests/bushes for instance), or when we break Line of sight right after a shot, acting as a medieval sniper.
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