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Showing content with the highest reputation on 03/04/2016 in all areas

  1. Design Lead Thomas Blair pops the lid on the Ranger's tool box FULL STORY
    9 points
  2. Shooting a moving target with no help from the server (soft/hard targeting/ aim assist) from 20-40m is HARD. Seriously. The NPC fidgets are even enough to spoil a well placed shot. Couple this with most of the Ranger powers being multiple seconds, every left click you miss is 2.4 seconds of lost DPS time. Wait until you try it with a zig zagging Knight running at you. You will be thankful the melee kit is so strong. In a group scenario the Ranger fares much better as the melee ball tends to do its thing and not realize they are getting bombed on from a distance. I know we all picture o
    8 points
  3. How does a magical invisibility force 360 degree awareness? For me, it usually means I know someone might attack me at any moment. Track mitigates this a little. The most annoying part of stealth in Shadowbane was the need to have the hard-counter. If you don't have the hard counter, there were some soft counters, but any rogue worth a damn avoided all soft counters. So, while ACE wanted to break the trinity of tank-healer-dps, they seem to have forgotten that an annoying duality is stealth-anti-stealth...in my opinion much worse, and with game-decaying implications. This is all
    7 points
  4. They start in ranged mode and are currently regenerating 50 a tick on a 750 pool. By the time you have control of the character you are already at 200. Rangers will have some access to to making some starter arrows. (I'm shifting a good portion of their overall power budget to the arrows so we can have a decent spread on arrow crafting) We haven't posted a list yet, but it has always been an intent of ours to sprinkle some of the archetype stuff around so people could customize. Just looking at the ranger skill tree (I know folks have posted it around the web) and reading the tool
    6 points
  5. Traps will "explode when breached by another player or object". Does that mean that the Ranger can throw a trap onto a wall and then shoot the trap with an arrow and it will explode?
    6 points
  6. why's noone crying over this? I want to rub it in
    5 points
  7. This sounds exactly as it should be. Hitting long range shots on moving targets should be difficult. I'm not suggesting you currently are, but DONT consider any sort of soft/hard targeting or aim assist. Let the good FPS players shine at the ranged classes as they should. I don't forsee a Knight having too much issue closing the distance on a ranger between chain pull and the charge ability. If gap closes are exhausted a knight can simply block while waiting for the cooldowns to refresh. I play a knight mostly and on paper I don't see ranger's ranged abilities to be too OP. How difficult
    4 points
  8. If it was for me, every kind of projectile should have a form of ammo, confessor for example, should use reagents as an ammo for their spells. Everything should be player crafted, so ammo, and reagents should be gathered around the world from herb nodes. And the more powerfull your spells are the more reagents you consume. Just my 2 cents.
    4 points
  9. So, of course i'm going to weigh in on this topic. Its one pretty near and dear to my heart. You might be surprised where I land on this. After taking in the whole of the tech and range of tactical abilities Rangers are bringing to the table at this point, its no wonder that they couldn't in good conscience give the stealth tech in its entirety to them. That makes logical sense. As you may have noted, at least one post indicated that the range of skills the rangers have access to is twice as many as others (and could have potentially been three times as many considering a full stealth bar.
    4 points
  10. I agree. Would have been perfectly happy to learn there was no stealth in the game at all. I've always found the playstyle cowardly and boring to play as and against, and the kind of people that generally gravitate to those kind of classes tend to be exactly the kind of people I don't like. I don't mind it as long as there are realistic tools to counter stealth because then at least there's viable counterplay. That, or moderately diminish the viability of stealth as a delivery tool. Luckily the rogue archetype in games has matured a lot over the years... I can't recall anything recent
    4 points
  11. Agreed. All PvP games seem hell-bent on having stealth, but it's never implemented in a meaningful way. Invisibility stealth mechanics are just so boring and not at all conducive to PvP: quite the opposite. I was hopeful CF would try to break the mold here...alas. Hopefully the duration and cooldown will be very short and very long, respectively, so people need at least an iota of tactic.
    4 points
  12. It has also been confirmed in this thread that Rangers will be able to get mobile Stealth via a Discipline Rune.
    3 points
  13. Making your suggestions within the "realm of PvP" and player generated content. Respectfully, Plasma... know that those of us who populated Shadowbane for 6 years always had something to do in the sandbox even if that was to just troll around an open tree city for king of the hill free for all PvP. WE dont need or want bosses or any other way of getting resources except through resource nodes. We want the content to be focused on fighting in, around, over, under, and through those resource nodes and the caravans required to get those resources to a safe vault. Between guild rivalries, boar
    3 points
  14. If confessors used a reagent for their spells, they would be able to throw fireballs non-stop until they ran out of reagents. Do we really want that? When they do run out, they don't have an alternate method of fighting. Even their basic attack costs mana. Everything costs something. The ranger's ranged attacks just happen to cost a physical item rather than energy, mana or rage. If a ranger runs out of arrows, he can still do melee. Stacking crit will increase your energy regen, and there will be other ways to increase energy pool size and regen, even if you don't go the bandit promo
    3 points
  15. Well, they've already said that the Stalker will be longer range at a much slower rate: To me, this means that the Stalker will have even MORE of a need for a melee counterpart in their playstyle, as their ranged powers are going to be much harder to use under a certain range, leaving them unable to react or attack. And this is something to avoid in any game design at all costs. You never want to leave a player feeling they have no choice, or feeling helpless in an encounter; THE MOST frustrating and game breaking thing for players is when they feel they have no control over their own
    3 points
  16. I use a Razor Naga and it works just fine with the other archtypes. This is what I figure would be the way.. or something similar. Farming mobs for gear mats and getting a little extra to sell or give away later. Harvesting is gonna be a thing.. but hopefully not as God awful as that labor system.. yuck.
    3 points
  17. ya, beats me... I don't want a daisy pickin skill... that's all I know
    3 points
  18. Could maybe do it with thralls, though I'm unsure how the beginning of a CW would look. Could be fun, though. Make some basic regs easily harvestable like for arrows?
    3 points
  19. Reagents for sure need to be a thing now. All archtypes need weapon swap now... this is brilliant. Ranger is more of a game changer than I thought it would be...
    3 points
  20. Question for Blair and my concern is what the implications of the Rangers mechanics will have on the Stalker Archetype. Your rationale for giving the Ranger dual Ranged and melee modes is because they might run out of arrows and will obviously need to be able to still fight. Well that's fine I guess for this archetype that's listed as a specialist ie hybrid/stealth but what about the Stalker who is actually listed as Ranged DPS on his page? Would seem a bit out of place for a class listed as Ranged DPS to be given a full melee mode as well. If I run out of arrows that's on me and should ha
    3 points
  21. Ranger has a LOT of cool abilities. Maybe too many. I'm going to reserve judgement until we can play test. By the way, when is that going to be?
    3 points
  22. Thanks a lot for it, i really hate infinite ammo that come out from nowhere. No risk vs reward. Now you have to be carefully on how much arrows you want to shoots, no more spamming machineguns bowers, also you can loot arrows from a deceased enemy or friedly corpse once you are out of them in the battlefield (in the full loot rulesets), mean more tactics. Will be amazing.
    3 points
  23. That's an infinity symbol not a 00. (Those screenshots were taken in developer mode) We haven't tuned stack size yet, but the goal isn't to make it feel like you have to mess with your inventory constantly.
    3 points
  24. Degan

    Dashes?

    You obviously haven't played Oberon in the Hunger Dome.
    3 points
  25. My old mmo-mentor Surly used to say "If you want to show how broken something is, use the hell out of it". I have every intention of using the most OP stealth mechanics this game will have - if they're truly out of balance, i'll make sure its known, and i suggest others do the same. Maybe, hopefully, that would be a catalyst for less cheese-stealth. But we have to wait and see how it actually is in release. Might not be what we all fear in the end.
    3 points
  26. They are still planning on adding momentum to attacks, so that will help with chasing. Beyond that, this isn't intended to be a 1 vs 1 game. If some archetypes are better at chasing down runners than others, that's okay.
    3 points
  27. "We sorely have a need for a “runner killer” role in our playtests and the Hunger Dome, which is why we are placing this on the Ranger now." I don't understand how you can acknowledge a problem and then "solve" it by giving a half-assed band-aid solution to just 1 archetype. Wouldn't it be more in your interest to come up with an actual global solution so that all or atleast the majority of archetypes would be able to be "runner killers" in some way or form? I'm really hoping this is just a temporary solution.
    3 points
  28. I don't have a problem with stealth per se, I just think there's a lot of room to improve over what we're used to. I'd like to see something that incorporates player skill, using the environment (trees, buildings, shadows, etc.) and direct enemy line of sight/field of view. It would certainly be more complex to implement, but hopefully that means more interesting, too.
    3 points
  29. I like everything but the Stealth part, I never liked stealth.. I think it's a dull mechanic, but we knew it was going to happen anyway. Can't wait to try her.
    3 points
  30. Sorry that was a Pann confusion, correction has been posted. Stealth does allow full mobility, Hide does not. Since some of the shots consume 10 arrows per use, quivers are going to be big.
    3 points
  31. Lots of awesome stuff here. The skill-cap for the ranger seems like it's going to be pretty high with the action bar shifting and cooldown management. Pretty stoked for it despite the fact I'm pretty sure it won't be my main archetype at release. This update got me pretty excited for the Assassin though
    3 points
  32. Looks pretty cool and I'm kind of glad it won't be in the hunger dome tests (I think). I can imagine a bunch of rangers hiding in the keep until the very last minute. As for running out of arrows and energy, that could be a problem, but maybe the ranger is supposed to be more of a "sprinter" than "marathon" fighter? Like they can't fight for as long as other archetypes without needing to replenish their resources, or at least manage them better. With the amount of power it looks like they have, it could be a good offset, but we'll have to see.
    3 points
  33. Sorry this took so long to get out -- many words, lots of passing back and forth and editing. Hope you find it worth the wait.
    3 points
  34. I'm working on adding some mini-bundles that would only be presented to our Kickstarter and 2015 customers in the store, as currently they can't upgrade for testing without just buying random items (which we don't have enough of yet). We valued the testing at $0 on all prior and current pledge packages, and this remains true here. My thought was to try and hit ~25% discount for our Kickstarter and 2015 customers on these mini-bundles. Your thoughts and input would be appreciated. Our audience is really great at pointing out issues so have at it! New bundles Contributor (Kickst
    2 points
  35. All the more reason it is vital that there be no Friendly Immunity in this game. Sadly, with the "this game has to accommodate all 'styles' of 'PvP*'!!1" crowd gaining dominant influence, I expect there will be damn few situations without Friendly Immunity. * Translation: "honorable" duels, matched-team instances, and PvE
    2 points
  36. Its a temporary mechanic in a pre-alpha testing environment to facilitate the distribution of gear. Stuff like that though will be happening in the live game around POIs and ruins that will need to be cleared first, we knew that already. You're not really helping your case. People disagreed with your want for more PvE content beyond what's planned in this game, no need to take it so personally. The current level of PvE that is planned is sufficient for the needs of this game. Anything more is a waste and not wanted. Lets just move on then.
    2 points
  37. I would hope the Stalkers melee kit if it exists would only serve as a way to regain range on your opponents and not a full on playstyle like it is for the Ranger. The point of Ranged to me at least is well being ranged and having tools to attack at range, stay at range and regain range. Don't get more wrong I think the Rangers mechanics are interesting enough I just hope that this isn't a similar approach they take with the other physical ranged class in the game. However in this article it says they want to make all the archetypes unique so I'm confident the Stalker will be more a fit to
    2 points
  38. Regarding the Stake power: if The Hunger is supposed to be a powerful, mysterious, possibly god-killing, insofar unstoppable force that is eating the universe bit by bit, doesn't allowing us to manipulate it at will to make things as if it were a thrall run counter to the narrative?
    2 points
  39. It's way too late to propose new chars, come back in a year maybe.
    2 points
  40. That's kind of ridiculous, specialization is necessary for good strategic and tactical gameplay. The problem is that they entered Centaur as a melee support instead of the Cavalry it clearly aught to be. Quiet honestly, with ranged attacks, melee attacks, terrain obstruction, traps and hiding, Ranger is overloaded as hell, they'll move behaviours later, but I can't help feeling like Ranger should have been done last with Templar, after Stalker and Assassin defined the primary use of the features. Beyond that, until they implement friendly fire and large team arrangements, these projecti
    2 points
  41. The Ranger sounds like a serious contender for the upcoming Siege Perilous. The confessor is a good example. Hopefully I'll be able to use her, shooting slow and steady shots is a fantasy I fancy. I wonder if we will get to blow up walls into voxels in the Siege, it would be such a missed opportunity.
    2 points
  42. Balancing is long down the road. This will be an interesting test of a lot of new mechanics. Long term though, the ranger will either need nerfing in the name of "minimum viable powers" or everyone else will likely get a boost. Looking forward to Alpha 2.0
    2 points
  43. we're also using the word iframe-power with a totally different meaning, so who cares at this point
    2 points
  44. for me it says that they realize how stupid a character is, that can run around in full invis... chances for "shimmering-esque" stealth like in Planetside 2, is all I was hoping for I'm more than happy with this
    2 points
  45. Explosive trap mentions objects setting it off - does that include, say, an arrow?
    2 points
  46. My first impression is that the ranger toolbox is still too versatile. Sticky bombs? Daang.
    2 points
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