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 Post subject: My take on rangers
PostPosted: Mon Aug 03, 2009 2:01 pm 
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Archery is FAR weaker then it was before. This might be intentional, but to have an entire class be built around a such a week skill must be an oversight. As an example, I was sparing with a battle mage the other day. He was wearing myth armor and I'm a ranger with a vanquishing bow. He cast RA on himself, and my bow did hardly anything. If I got 10 damage on a shot it was a lot....I didn't see what weapon he had, but I had on valorite chain, and he tore through me like I was wearing nothing...hitting me for 30 and 40 damage per hit. Keep in mind that an entire class is designed around being light on ones feet and dexterous, yet we must stand still in order to fire an arrow, making us sitting targets for a wall. Once we are in a wall, it's over...same as mages, but mages have the advantage of being able to cast on the run, and if they are able to get the spell off, they can retreat from within a wall.

There's also a bug with health. It will say I'm fully healed when I try and use a bandage, pot or fish, but when I go to place an RC stone I get the "you must be fully healed" message. My max hit points and current hit points are both at max on the information screen when this happens.

Bows are too much of a pain in the ass to find. Nothing drops enough magic items to keep a ranger in a supply even ruin bows, much less anything halfway decent. Bows are worn out and destroyed before a replacement can be found. On top of that, there's not many bow crafters around. Even if there were, the bows they can make are far substandard compared to a power or vanq bow, which is not saying much considering how low vanq bows hit for now.

I'd like to sugest the following to help make this a more viable class:
1) allow rangers to run and shoot bows
2) Bowcrafting needs an overhaul (maybe some new kinds of bows, or the ability to make bows with magic attributes)
3) Damage and miss rates of bows need to be adjusted
4) Some kind of complementary skill for archery which increases the effectiveness of both skills.

As it is now, no one in their right mind should ever consider being a ranger.


Last edited by Azimuth on Mon Aug 03, 2009 6:01 pm, edited 1 time in total.

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 Post subject: Re: My take on rangers
PostPosted: Mon Aug 03, 2009 5:19 pm 

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Azimuth wrote:Archery is FAR weaker then it was before. This might be intentional, but to have an entire class be built around a such a week skill must be an oversight. As an example, I was sparing with a battle mage the other day. He was wearing myth armor and I'm a ranger with a vanquishing bow. He cast RA on himself, and my bow did hardly anything. If I got 10 damage on a shot it was a lot....I didn't see what weapon he had, but I had on valorite chain, and he tore through me like I was wearing nothing...hitting me for 30 and 40 damage per hit. Keep in mind that an entire class is designed around being light on ones feet and dexterous, yet we must stand still in order to fire an arrow, making us sitting targets for a wall. Once we are in a wall, it's over...same as mages, but mages have the advantage of being able to cast on the run, and if they are able to get the spell off, they can retreat from within a wall.

There's also a bug with health. It will say I'm fully healed when I try and use a bandage, pot or fish, but when I go to place an RC stone I get the "you must be fully healed" message. My max hit points and current hit points are both at max on the information screen when this happens.

Bows are too much of a pain in the ass to find. Nothing drops enough magic items to keep a ranger in a supply even ruin bows, much less anything halfway decent. Bows are worn out and destroyed before a replacement can be found. On top of that, there's not many bow crafters around. Even if there were, the bows they can make are far substandard compared to a power or vanq bow, which is not saying much considering how low vanq bows hit for now.

I'd like to see sugest the following to help make this a more viable class:
1) allow rangers to run and shoot bows
2) Bowcrafting needs an overhaul (maybe some new kinds of bows, or the ability to make bows with magic attributes)
3) Damage and miss rates of bows need to be adjusted
4) Some kind of complementary skill for archery which increases the effectiveness of both skills.

As it is now, no one in their right mind should ever consider being a ranger.
Yea it would be cool to see diff setups for fighting, like rangers, fencers, macers...mace is being discriminated right now, no one uses the old powerfull hammerpick...and yea the bows are way too weak for the pvp scene right now..

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 Post subject: Re: My take on rangers
PostPosted: Mon Aug 03, 2009 7:09 pm 
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i agree with azi,,,

yes archers should be able to run, and shoot , but at a lowered rate / highered miss rate should be applied

I have no idea if the damage is supposed to be like this but i doubt it, allow them to run to get away from the RA which owns bows (and should). this way they can keep pace with mages and warriors
and it will be something like a mage where you had to keep away from warriors or w,e as well as mages.

but for now i suggest bears to those strict archers, that way you can separate your self from a mage and when ur shooting someone with myth on and NO ra (ineffective due to distance) it rapes mages so ya

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 Post subject: Re: My take on rangers
PostPosted: Mon Aug 03, 2009 10:18 pm 
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yes archers should be able to run, and shoot , but at a lowered rate / highered miss rate should be applied
this should be nice too see it back.... but if bob took it away... maybe we dont see it coming back

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 Post subject: Re: My take on rangers
PostPosted: Mon Aug 03, 2009 11:44 pm 

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I have a GM fletcher if you need some bows Azi.

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 Post subject: Re: My take on rangers
PostPosted: Tue Aug 04, 2009 8:16 am 
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I think all weps should be a bit rarer (except + 9 they should be enabled)
and crafters are able to put some materials (maybe special ore) or maybe orbs
or both.....like 2 ice orbs + 20 shadow ingots and 10 binding ingots or myth/silver would = one dark ice Battle axe or something.....

that would be cool, not exactly like that BUT ya.
it goes with terek's idea of removing items from venders hehe
people will bitch at first but i think it's a good idiea...

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 Post subject: Re: My take on rangers
PostPosted: Wed Aug 05, 2009 12:56 am 
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Yea i also agree Bows suck against mages close up and its too hard to keep a distance on them when you can't run and shoot at the same time. Or maybe RA's effectiveness needs dropping ?

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 Post subject: Re: My take on rangers
PostPosted: Wed Aug 05, 2009 1:16 am 

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Maybe im making this up, but wasn't there something about higher dex giving you more damage, or at least a higher shooting speed even when past 100, just for bows in the past?

Either way, it sounds like a good idea in my head. At least just for bows, seeing as its pretty useless in close combat. A race warrior will wall and not get a dent, and mages can buff up with RA. If you up the bows strength/speed with more dex it gives some flexibility for rangers. Also, i haven't checked it out, but are xbows and heavy xbows worth anything in combat? Maybe those might be a decent alternative for handling RA.

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 Post subject: Re: My take on rangers
PostPosted: Wed Aug 05, 2009 7:59 am 
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i havent tested any Xb lately so i couldn't tell you about that
but for those people that are rangers i suggest something like stealth to set up and shoot without staying close

just annoying tabbing to stealth all the time
then going back in war mode to shoot...
makes you hard as hell to hit,, but also lowers ur damage a bit
people are alot more craftier at pvp then me so im sure you could work something out

but um yes your correct about the dex thing night. i remember that also
the problem is balancing there GREAT offense (R v M) wise at a distance with there
horrible offense in the short range.....

maybe the hit/miss rate should change as your shoot farther or shorter distances,,,
maybe a 'sweet' zone of 6-8 tiles where the bow hits at max accuracy.... while closer it's harder shooting a moving target (thats not just coming toward you) and same with shots at a farther range...

and damage should be the closer you are the more damage you do but theres a higher miss rate specially when there in the next tile over.

and realisticly archers were always just volley warriors, and skilled swords man,, so the idea of a ranger is kinda retarded there was no real warriors like this.. that ONLY used bow...
then again there was no warriors that used platemail and bows xD does samurai armor count as platemail???


but anyway... if i remeber correct bob had said rangers are gonna be support characters who pvp in group lol which that idea = gay but w,e

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 Post subject: Re: My take on rangers
PostPosted: Wed Aug 05, 2009 4:24 pm 
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I don't see any reason why a class that cannot have a melee skill cannot shoot on the run. To me that seems completely stupid.


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 Post subject: Re: My take on rangers
PostPosted: Wed Aug 05, 2009 5:26 pm 
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maybe should be nice that u a enable to run if ur GM archery or something like that IF bob dont wanna put back the normal run/shoot

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