A
Aburido_burrito
what is hamstring
Uhm, what? This is bullshit, no offense.I'm going to play devil's advocate. :-P
Steal Armor > Arrows
It makes sense that an armor'd knight would dump on a ranger. That is why ranger's (archers) stand up on walls or behind a huge army irl (historically speaking). Armor ruled the school until bullets were invented because the armor stopped arrows. Then bullets took over because they went through armor etc. etc.
It's a game, but he tried using a historic argument for it so I did the same.It's a game.
But enjoy, anyways~
I saw that. Well done.It's a game, but he tried using a historic argument for it so I did the same.
You once felt the same wayIt's a game.
But enjoy, anyways~
._. I was always aware it was just a game. But this isn't the place for this, it's a suggestion thread. Lets stop the useless posts, thanks.You once felt the same way
Personally, not the ideas I had in mind when I brought up Ranger as an issue last map, but I totally agree, but I think the slow should have a cd per person so that they can only be slowed every so often (10-20seconds?) Because even warriors can be kited long enough to get wrecked in some situations. Mind you, the arrows alone are weak as all hell, but the elemental ones do have a minor armor piercing. (The magic damage portion of course or at least it seems to)Yeah, you've likely heard me bitching plenty in O and elite recently. I've listened and I'll be putting down my thoughts here now. Let me start by at least stating how I feel ranger stands currently
That being said, we're clearly overpowered against the caster classes, but as far as specced healers (Save for disciple) and warriors, we're pretty pathetic. I understand there's a class triangle to be kept in mind, but throw that out the window for a second and think about the damage output of these other classes. Healers have very high sustainability in a 1v1, and when armored, they don't die easily by any means. Allow them any space, and you'll find yourself fighting them back at full health all of a sudden. Their damage output isn't stunning, but their sustainability allows them to shell out a large amount of damage over time.
- - Anything not wearing armor gets decimated by us, plain and simple. Ice arrow is hilariously powerful and no damage mitigation makes us fearsome.
- - Anything sporting full chain or more suddenly becomes a major threat. Ice arrow can delay them and allow us to get more hits off, but the damage mitigation is high enough to make our 180 damage arrows at max level deal... about 60, if my math's right. And this is a fully charged arrow, as well. God forbid you get anything with full iron, let alone anybody with diamond pieces. You're better off being called support by that point.
- - We rely on being sneaky and clever. Camo gives us some leverage, but we have no mobility whatsoever currently. Once we're caught, we rely on enchantments and ice arrow to repel enemies very briefly. Once we're beyond that, though, there's no escape.
- - We have a high sustained damage, but rangers have *no* burst damage whatsoever. The 2 damage skills we can activate using fatigue are kick, and barrage. And odds are, you don't see a ranger using barrage at all due to the high arrow cost and low damage dealt with each arrow.
Warriors, on the other hand, have high sustainability due to strong armor, and a significant number of skills that utilize fatigue that instantly deal damage, and they have a pretty good array, regardless of their specialization. Rogues will generally lose any fight if they aren't max level, but they can at least have a chance of success if they get the element of surprise (As they're meant to) and burn them fast enough before they can either jump or fight back. That's assuming you're a ninja, of course. Any other rogue will generally be wise enough to just sneak around and forget about engaging them entirely.
Casters, while they have little to no armor, have a very high burst damage potential, and can burn a class down before they recognize what's going on. Adding on AoE's and suppression skills make them fearsome in the hands of the skilled. Rangers make quick work of them simply due to ice arrow alone, which I feel, is wrong.
Now, with all of that said and done, I feel I can safely say that rangers have a good sustainable damage, but there are some major flaws in the class design that can be improved on and balanced in a way that allows rangers to be able to deal damage to armored targets and potentially fight back against warriors, while balancing out their blatant strength against caster classes. Here are some changes I feel that can be made to improve ranger as a class overall, while balancing them appropriately to where we're not death gods or anything.Before I go on, here are the skills I'd love to see.
- Less toggle skills, more active skills - I should explain this one in detail. Rangers have 5 damaging skills available, Kick, Barrage, and the 3 elemental arrows. Barrage deals little damage with a high cost of 6 fatigue and almost half a stack of arrows *per use*. I'm not sure of the damage, but it's nothing very special if the enemy is close enough to denote using it.
- Mobility. All rogue specs save for ranger have some form of escape or mobility enhancing skill, we get pretty boned if we have to try to escape a bad situation.
- Armor piercing - I can't stress this one enough, the damage mitigation from warrior armor is so immense that you'd be fortunate to kill one, even while using ice arrow incessantly.
Hamstring - 6 Fatigue, active skill. Your next arrow, should it hit your target, is aimed at their legs, crippling them for 7 seconds. 15 second cooldown. The slow would slow as much as the current ice arrow slows.
Piercer - 8 fatigue, 20 mana, active skill. Your next arrow pierces through the opponents defenses, ignoring armor and dealing an additional 50-100 damage. 10 second cooldown. Only useable while sneaking.
Elemental arrows - Tweak them to have a chance to apply an effect while costing 1 mana per arrow. 20-50% would be reasonable. Ice arrow's slow is reduced by 50%, allowing the enemy some mobility when struck.
Barrage - Can apply elemental arrow effect that is currently active
SmokeArrow - 4 fatigue, 20 mana, active skill. Your next arrow bursts into a cloud of choking gas, silencing the target hit for 5 seconds. 30 second cooldown.
Leap - Similar to dragoon's jump, but with a lower height and higher cooldown. 4 fatigue, 20 second cooldown. Allows some mobility for rangers, letting them prowl atop trees and be nimble, like the real thing!
These are all ideas, so they wouldn't necessarily ALL have to pop up. But I made them with the intention of balance in mind. It causes Ranger suppression to be more skill-based, IE aiming the arrow and leading it into a target rather than spraying and praying, then running once you get a hit in. It also allows them to have some form of assassination ability with high damage output and armor piercing, so that getting the jump on a warrior actually puts you at some form of advantage.
I believe that covers everything. Bear in mind that I have only ranger balancing in mind, considering the other classes current abilities. This could change should a large class revamp occur in the future, but as things stand now, this is where I believe we can strike some sort of balance. I do like the thought of being able to fight back without relying on enchantments and armor all the time. They should grant an advantage, but not a necessary edge to play the class properly in PVP fashion.
Please let me know your thoughts and concerns, and I hope to see some kind of change in due time!
~Xerot
ADDENDUM - I've found with recent testing that now Ice arrow can be effectively 'shrugged off' by dash spamming on the enemy's part. Had an enemy catch up to me while using a punch II bow, missing about 5 of 30 shots, with ice arrow equipped. Can anyone look into this?