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#1 |
Guardian
Join Date: Dec 2011
Location: CA
Posts: 244
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![]() Core Issue: Rangers are a t1 dps that has far less value to a raid than all the other t1s.
All these classes are capable of putting up at least as much dps as a ranger, but all bring far more value to their group/raid. If you have any of the other t1s available it makes more sense to use one of them over a ranger assuming same gear/skill. If you look at recruitment threads for the top 30 guilds (based on progression) you won't see a single one recruiting a ranger. And of the top 10 guilds there are only 3 that are even using one. Since we bring nothing to the group we're constantly getting shorted on group setups, often being stuck in a mage group which we don't benefit and which doesn't maximize our abilities. The assassin or beastlord get the more powerful off-tank group typically because of transfer (assassin) or more dps/better use of buffs (beastlord). Rangers either need to 1. be in a class by themselves with dps (by significantly boosting self-buffs) or 2. they need to be given utility to bring us in line with the other dps classes. The disparity between assassins and rangers is the most discouraging. Would like to get everyone's ideas on how to improve rangers and give us more value to a raid for the coming expansion. Some ideas to start:
Would like to see other ideas to fix rangers. Please keep ideas in this thread reasonable not only on a balance perspective, but realistic on a programming/mechanics level as well. |
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 1,749
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I've only been playing a ranger for a little over a year so you guys will know more then me about what is realy need but just from what I've seen these issues need addressing.
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#3 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() Twyxx wrote:
Yep. All true. I suppose an argument could be made for some of those classes listed not being T1 but they have ALL challenged me on the parse or outright beat me even if it was situational/sporadic. If DPS was a matter of balancing it against utility, Rangers should be destroying the parse by a far margin.
Here are my thoughts for Trick Shot I laid out a while ago. Neiloch@Butcherblock wrote:
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#4 |
Guardian
Join Date: Dec 2011
Location: CA
Posts: 244
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![]() Yeah, that didn't take long to get moved/buried. I like your idea for trick shot. Would actually solve a lot of our hate issues, especially during PFT if you can hit trick shot then unload while transferring. Would make that damage boost before 80% less of a tease if we can actually help the tank build aggro by opening big early. Overall it's going to take something significant from the devs to bring us in balance. From what we're told there's new lvls and prestiges coming. I'm guessing that's where they'll be addressing things instead of going back and fixing out-of-date stuff like Double Arrow. Would be nice to see more of the quality rangers out there get the opportunity to kill the harder content. |
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#5 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() That's usually how they like to balance, by adding more to the scales. Rangers came a long way in Velious TBH, but just in regards to DPS. Now if we can just get a decent utility boost while maintaining DPS, preferably one that makes sense with with ranged combat style. |
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#6 |
Loremaster
Join Date: Oct 2010
Posts: 603
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Completely agree with everything said. I don't think we should be the top parsing class by loads (although we should be in the top 3 in every situation), so that only leaves utility to make us viable in raids and even groups. It's not asking much to be on a par desirability wise with our evil opposite, the assassin.
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#7 |
Guardian
Join Date: Dec 2011
Location: CA
Posts: 244
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![]() Regolas wrote: Completely agree with everything said. I don't think we should be the top parsing class by loads (although we should be in the top 3 in every situation), so that only leaves utility to make us viable in raids and even groups. It's not asking much to be on a par desirability wise with our evil opposite, the assassin. That's kinda where we are right now. I'm almost always top 3 and we have 5 excellent t1s (beastlord, assassin, two warlocks). We're pretty flexible as far as our dps goes, being effective on both single target and aoe fights. And some of the fights, like Eriak, definitely show off what we can do. Our dps is solid. Just need to bring something else of value to justify our spot over another solid dps class with utility. |
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#8 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() Basically. Velious was great for us because our DPS finally met the bar. Which is kind of sad "YAY! we're adequate!"I think what we are missing is an indisputably 'good' group/raid buff. All the other T1 DPS classes have at least this. Stat buff, damage proc, hate xfer, etc. All we bring is pathfinding (useless). Then our temp accuracy/hit chance. The devs can't even really explain how exactly it works as well as being seen as generally useless by the player base. the 'idea' of rangers giving more accuracy makes sense, unfortunately the buff itself isn't in demand and even if it was it only helps out melee characters while utility from other T1 DPS classes tends to help everyone one way or another. I can think of tons of simple stuff that would work and not seem terribly overpowered but it seems like a waste of time when we aren't getting any feedback. Plus I'd prefer if the ability had 'ranger' flavor to it as well opposed to being bland. Anyway: -Group AGI or pot or CB buff (boring). -group damage proc (meh) -group or raidwide range increase. Everyone being able to do everything at 5 more meters would be a big deal i think, at least on raids. -Instead of screwing around with accuracy, weapon skill or hit bonus, chance to ignore the various defensive stats like resists and block. "25% chance for an otherwise resisted or avoided attack to land" Works on spells and CA's. |
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#9 |
Loremaster
Join Date: Dec 2004
Posts: 196
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![]() Twyxx wrote:
I agree with your suggestions Twyxx. For the ammo one above, as my plats were getting drained between the consummables and the adorns, I finally resolved to get to 100% ammo conservation. I got rid of some MA and CC adorns as my MA is above 600 and my CC above 430 unbuffed. I know it is sad because we are the only class compelled to do that but seeing my stock of Dragon Bone Arrows not depleting was a great relief. I will not go back. Cor |
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#10 |
Guardian
Join Date: Dec 2011
Location: CA
Posts: 244
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![]() Corwin@Oasis wrote:
Interesting. So you don't consume any arrows with 100%? I'd normally never consider adorning in a way that doesn't maximize dps, but as we're nearing/over cap on a lot of stuff it might be worthwhile with the obscene consumption rates right now. |
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#11 |
Guardian
Join Date: Dec 2011
Location: CA
Posts: 244
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![]() Oh, nm...they're red/yellow adorns only. Yeah, not reasonable to give up cb for it. |
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#12 |
Loremaster
Join Date: Dec 2004
Posts: 196
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![]() Twyxx wrote:
I am at 288 CB unbuffed already but yes you are correct it is basically giving up 18 cb for 90% ammo conservation (the last 10% comes from AAs) I am still doing my job parsing in the top 3 on a regular basis in raid and I regained some pleasure playing and not having to care about reloading or seeing my plats or my time (i have an alt woodworker) go down the drain. This is the alternative I chose instead of beating that dead horse as I do not see SOE do anything about it . Hell, it would be so easy for them to give us 50% ammo conservation instead of 10% with that AA. Cor |
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#13 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() If every class had to use just as many consumables I might see that as a reasonable trade off. As it is though, other classes get to work fully, not use as much consumables and keep those slots for CB or w/e else they want. I'm still amazed they just haven't made it so handcrafted arrows can be made 2k at a time. More actual crafters would get money from arrows, instead of mostly BOTS (read:cheaters), and people wouldn't have to spend so much time doing mind-numbingly boring tasks. the only resource impact would be less time spent. People would still need to have just as many ingredients to make the same amount of arrows. |
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#14 |
Guardian
Join Date: Dec 2011
Location: CA
Posts: 244
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![]() Neiloch@Butcherblock wrote:
Have you seen the Guild Wars 2 crafting? You push one button and it does as many combines as you have mats for in the span of a couple seconds. They have no ammo in that game either and somehow the game still manages to be ridiculously fun. Crafting in this eq2 is hideous. Time sinks that serve no other purpose are terrible and this is a major one. Your solution is fine. The million other reasonable solutions that have been suggested are just as fine. They just need to pick one and go with it. Are there really any actual non-bot woodworkers left that would cry if ammo was gone? It's a useless profession and you could very easily combine it with carpentry or give ww's a class change potion. |
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#15 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() I've crafted in just about every top of the line MMO. NONE of them have a worse crafting system than EQ2. EQ2's crafting is easily one of the worst crafting systems in all video games. I'm referring to the actual act of crafting an item, not the overall system. Maximum amount of work for the least amount you can make for EVERY ITEM. Most other games have either instant creation or 'set it and forget' with varying yields. -'fix' ammo one way or another -more focus on range damage, less on melee -utility: figure out and then make accuracy useful/demanded or slap on another group buff stat/effect that melee and casters will both benefit from AND WANT. |
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#16 |
Loremaster
Join Date: Nov 2005
Location: Southern California
Posts: 1,430
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![]() Here is my new stance on this: They need to either revamp a sub-par core ability or add a new one entirely. 'Double Arrow' is also a good candidate for replacement. This while not adding anything new to other classes to effectively close the gap that just keeps getting shifted when abilities are added to everyone. I suggest a debuff that increases incoming damage to a target by a set percent e.g. 'All incoming damage is increased by x%' is applied to the target. While something like that may seem big, if you 'parsed' HP debuffs as if it was being taken away by damage, it would be HUGE. Or some other debuff, but I do think it should be a debuff. Group buffs are just that, group buffs, not raid buffs. And a raid buff would seem out of place on a high DPS class imo. Debuffs are inherently group/raid wide because it benefits everyone who is taking part in killing that target. |
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