judgedread540
Legacy Supporter 3
- Joined
- May 13, 2012
Precision Shot- Take your time to aim and fire in between the enemy's armour (ignores armour, 2 second warm up per arrow, 5 second CD
You can't really have a warm up in shooting a bow.Precision Shot- Take your time to aim and fire in between the enemy's armour (ignores armour, 2 second warm up per arrow, 5 second CD
The arrow damage scaling was broken or something, so they put it permanently at 150.Just a question, it says in wiki rangers arrows do 150/1+not level,
What does that mean, is it 210 damage per arrow at Lvl 60 or flat 150 forever?
Unfortunate, but true. ;-;The arrow damage scaling was broken or something, so they put it permanently at 150.
Templar, we're discussing balance, not how to determine whether or not you're bad at a class. Take that elsewhere, please. Also worth mentioning that kiting is a moot point with most armored classes having the ability to out-heal damage or kick your face in with mobility boosting skills. As a dragoon, you probably know this well. Our survival in kiting relies extremely heavily on whether or not we have enchanted punch bows and speed potions. Most classes don't necessarily need said enchantments.
That's also a good reference to have, Kainzo. It'll make narrowing things down much easier. I think that's what really needed to be noticed, a finishing skill. Barrage seldom comes in handy unless you're in a team fight, which... Well, those don't end well if you're ranging, and often times you get focused in that sense. So a really simple solution would be bringing arrowstorm back, as much as I don't like having to say it. As far as close range goes, it makes for a good means of countering a samurai's One, not to mention the armor penetration offered when used with poison arrow... Maybe I over-thought it, haha. It'd give us that counter we've been needing for the heavily armored classes.
Actually ice arrow doesn't affect jump at all. I went just as far when slowed by ice with jump as I did normally. The same thing with superjump. It goes just as high as it normally does when slowed by ice.Nah your actually wrong because ice arrow effects our mobility completely since it effects how far we do our next jump and also I have gotten hit in the air plenty of times by a good ranger in a row. Rangers are fine as they are the only skill that needs an actual fix is arrow barrage
Actually ice arrow doesn't affect jump at all. I went just as far when slowed by ice with jump as I did normally. The same thing with superjump. It goes just as high as it normally does when slowed by ice.
Ok what about TranquilizingShot: Slowly drains stamina from your opponent.
Doesnt drain too much, and has a 1-2 uses per fight coolddown.
and it pretty much locks your feet to the groundI had no problem with the distance of jump either. If anything all icearrow does is zoom in your screen.....
You said it too well.Jump distance is not affected by ice arrow. Same thing goes for backflip, since it semi-literally hurls you in the direction you face, regardless of speed or slow. Jump distance actually depends on vertical speed upon activation, since it's additive and not a set value. It's asides the point, however. The easiest way to determine if ranger's fine or not would easily be answered by whether or not you've actually lost to one yet. With herocraft mechanics, it would require a ranger to hit you at full power roughly 20-30 times if you're fully armored with ice arrow equipped. The issue lies there - No burst to potentially counter heavily armored classes. Even in full chain, a cleric can easily out heal an accurate ranger's damage output, simply because while it's sustained damage, there's no burst or actual finishing skill to secure victory. In Dragongarde, we had Arrowstorm available to us, which after numerous tweaks, was reasonably powerful as a finishing skill at close range, and supplied the burst necessary to be able to stand a chance against fully armored opponents. It made things reasonable in the sense that if I were to get the upper hand by catching prey unaware, there was a chance of victory against fully armored enemies. It worked in the sense that arrowstorm also had a lower range and speed than regular arrow-fire, making it a close range gamble.
Just to make sure things remain on track, the current issue with survivability towards warriors is a lack of armor penetration, or burst damage to make an actual impact. Relying on Ice arrow is like a handicap that disconnects us from using the rest of our kit. So that being said, I feel that arrowstorm making a return would be the best means of balancing out the playing field again.
Best way to make my point is an example - Changing arrow effects is incredibly debilitating. Choosing your arrow before a fight is paramount as a Ranger, but more often than not, the choice is Ice since we have no real mobility skills or means of escape. However, he's fighting fully armored opponents. The best choice would be poison instead to pierce armor, right? But there's an added cost to swapping arrow skills mid-fight of a whopping 9 fatigue and an additional 15-20 mana. Swapping to get one ice arrow in and loading poison into the enemy makes sense for a while, until you realize you've barely made a dent in them, and they're in your face now, since they're likely a samurai or dragoon with some mobility skills. By this point, you're out of mana, fatigue, and basically means of damage output, since you can't rely on your axe for crap. (Seriously, pyromancers hurt more with their axe than we do.) But by the time you make the decision to swap your axe out, you're probably already dead as well, because the enemy *does* have full access to their kit and can use it interchangebly without too much consequence. It makes for a pretty painful playing field with the damage mitigation provided by armor.