Virii@Venekor wrote:
Ibunubi wrote:Rangers are given trouble because they have very high ranged DPS with no drawbacks except for having to stay at range.
Now, most rangers come back to say "Well, Wizards can do the same thing." Very true, but... Does a wizard have a temporary buff that increases the chance to land attacks and increase the chance to critical to almost 100%? Does a wizard have 40+% mitigation and 50+% avoidance? Does the wizard have ammo that gives a bonus to Hit %, meaning they, again, have an increased chance to hit? Does the wizard have abilities and AA's that allow him to begin attack almost 50 meters away from his target?
I think not.
All that, while being able to run as fast, if not faster, than bards and having track, evac, enhanced sprint, and significant damage while running (aka auto-attack).
Wizards have manashield which essentially gives them 11k HP, and an AA that guarentee's next hit to critical. You miss the post i had above where wizzys killed me in 3-4 seconds?
Secondly, we do have a drawback that no other scouts have, we can't cast while moving. Roll a ranger, you will definitely have a change of heart, its not as easy as everyone thinks.
But still thats not the issue here. Only thing I'm upset about is the nerf to root/snare. I could care less about them nerfing Sniper Shot or lowering our damage.
How many times did a Wizard ambush you? Does a wizard have any means of detection? No, you are the one that has the advantage, you get the first shot. And unlike assasins, you get to stay far far far...away and deal your damage.
Let's assume that by some mireacle a wizard does get the drop on you. Your root gives you enough time to take some distance and vanish. Like I said, a wizard has no means of detection, you do.