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Cejo

Testers
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Posts posted by Cejo


  1. A lot more random feedback:

     

    When selecting a race, it would be helpful when hovering over the icon to see a popup giving the racial traits.

    Would like to see more colors in customization, and accents doing something on more of the races and styles. More customization is always good, so really any new kind of customization option or feature, I like it.

    Dodging breaks auto-run on most races. Not wood elf, but I think all others. I don't think it should. Jumping (spacebar) doesn't break autorun, neither should a somersault or cartwheel or charge or whatever. 

    The amount of time you have to hold the button to change maps or interact with things like crafting benches feels way too long. 

    The recall point seems like it should be near the sacrifice altar, if that's possible. 

    When opening the crafting screen, it starts with Basic Crafting list open and Basic Harvesting Axe selected. This should start with everything closed, after my first time in the crafting screen (I no longer need to be shown where a basic axe can be found). 

    I would probably be interested in expanded cooking options, if there was potential to create some decent or unique buffs or effects. Highly-consumable stuff like food seems like a good niche market for enterprising crafters in the long-run, as demand should never run out. It also seems to naturally fit; we have animal parts we're not really using to much effect, and reaping seems like it would otherwise lack much purpose. And above all, I think food should be more than just something you need to consume in order to start regenerating health again. I think it would be good to reward well-crafted food by providing nice buffs. For the budget-minded survivalists, there's always trail mix and spider kebabs, which should still stave off hunger, but just provide lesser buffs. 

    There should be more options for how to make assassin toxins. I had to go farm for grubs, because I had unknowingly roasted them, thinking them basically junk. You wouldn't require rangers to use only knotwood for their arrows. I actually still can't find bloodworms, but really want to try disease toxins. 

    The main landing screen (with the crow) seems unnecessary. You can make the same three choices in the next lobby.

    When changing zones, I typically start out at 10 FPS. Edit: Opening my map seems to solve this.

    Vault space should be increased. Or alternatively, runes, building items and artifacts should have separate slots. 

    Related to above, if we're going to need mules, then we definitely need a shorter logout timer from in town. Right now it's way too long, and it adds up to wasted time just swapping characters only to manage inventory. This is one of those annoying aspects of MMOs we could at least streamline.

    I'd like a way to view base/naked attributes (aside from taking off my gear). This would help keep track of where I need to spend my points while leveling. Maybe in the detailed popup next to Current and Cap.

    Dodging off a boulder or something feels awkward. It feels like a somersault should turn into a flip when you get air, instead of a weird glitchy jump.

    ------------------------------------------------------------------------------------------------------

    Passive skill tree: 

    I'm not a huge fan of this, as implemented. My basic gripe is that I don't want this game to feel like a virtual pet that I have to worry about leaving alone for a while, and that's basically how the tree feels.

    It doesn't encourage actual game play. I guess it's one way to reward VIP members, but that's all I can see, and that's a pretty limited horizon unless you keep expanding the tree, but I feel like that can't (or at least shouldn't) go on indefinitely. 

    To me, the value to the players' experience seems marginal, since there aren't actually any choices, if we're patient enough. It's a simple time gate, and it provides a pretty low amount of interaction with my development/customization. The only thing it challenges is my ability to log in on a semi-regular basis. In other words: it's boring and tedious.

    Further, when I come back to find a stalled tree (when I reach max accumulation), I wouldn't describe it as an encouraging feeling, or one that makes me want to play, or even particularly like the game. I know point accumulations are accelerated at the moment, but whatever the final balance is, I really don't want a game that ever even remotely feels like it is punishing me for prioritizing life, or feels like it's demanding anything from me.

    In most of the scenarios where I could imagine suddenly being away for a few months, I feel like I'd want a pretty warm welcome when I come back, but this is kind of the opposite. You come back and it kind of feels like one more thing you weren't able to keep up on because of whatever tore you away, and that's not necessarily a good feeling. 

    I want my game to be like "Nah, it's ok buddy...look at all these points you accumulated while you were away! You're like a millionare! Oh, and here's a beer." 

    So I guess my main requests:

    1) Make it impossible to ever stop accumulating points if you're away for even several months. Real life commitments should not be punished. I can't say I really understand the point or purpose of the tree, so I don't know if this runs contrary to it, but it would make the thing more tolerable to me, at least.

    2) I think if we're going to have a tree, it should feel rewarding, rather than punishing. I guess removing an accumulation cap, or making points transferable/universal or something would help, but there are probably other ways, too.

    3) The tree itself would ideally involve real choice (ie: mutually-exclusive paths), because right now it feels like mostly just a waiting game, which to me is a pretty non-engaging  way to advance. 

    --------------------------------------------------------------------------

    Related to above, not sure I like the idea of guild ownership defaulting after 90 days absence, either. 


  2. I have a bunch of random feedback from a solid chunk of recent play. I don't doubt you've heard some of this before.

    -------------------------

    Minor disciplines seem like a big weak area in making a build.

    I have a few suggestions on potential options to improve the system (which may or may not be mutually exclusive):

    1) Make combat-oriented minor disciplines less dependent on passive/active skill slots, which are also used by major disciplines. 

    2) If the intention is to encourage non-combat-oriented minor disciplines such as The Reaper, there should be a greater variety of such options.

    3) Many of the minor disciplines themselves seem strange. There are an awful lot of thorn-related and song-related minor disciplines, but nothing for some very universal things like movement speed, or stamina, or dodging. It's like a mix of really ultra-specific stuff alongside really generic combat stuff, but neither is a complete set. Pick one (preferably the generic/universal disciplines), and then give us the rest of the pieces so that we can really build with them. 

    I think ultimately my suggestion boils down to a) more better minor discipline options, and b) untying them from Major Disciplines (via the passive and/or active slots) 

    ------------------

    Additional account vault sorting/filtering categories would be useful - ex. by components, runes, building type, etc.  

    When in a non-embargoed situation, I found it mildly annoying to open my bank, scroll down to my stack of gold, withdraw it, close the bank, complete my purchase, reopen the bank, and re-deposit my money.  Same with essence. Many games use a virtual wallet for such currencies, and I'd be in favor of this convenience.

    Ability to view and/or rummage around in my inventory while running would be nice. Rifling through a bag while walking is not hard. If I want to apply a bandage or something, yeah, I should have to be still, but simply moving shouldn't close my inventory. There's inevitably a decent amount of walking in open world pvp games, so the more we can get done while in transit, the better.  

    The music is nice, and the ambient sounds are great in peaceful times (+10 for the whipporwill). The intense music seems to come on at the wrong or random times occasionally though. I was putzing around in town doing merch and crafting stuff to some very intense fight music for what seemed like an hour (probably actually 5-10 minutes). It was strange. I think it had somehow followed me from a previous encounter without resetting properly. It's otherwise been really good. 

    Getting shot by lots of arrows is really cool to hear. 

    ------------------------

    EK stuff:

    I was able to place some walls (especially 3x1) at the limit of their height above the surface. However, applying attachables like stalls or even windows failed. If I can build the wall there, I should be able to apply any facade I'd like, as well. 

    The ability to make right-angling staircases/ramps without using extra towers/walls would be very useful. 

    Standing banners? I couldn't find anywhere to place these.

    Castle ladder seems bugged - I want to get to that platform very high up that one tower, and it seems like the ladder would be the way to get there. I suspect you can get incredible views from up there.

    A nice-to-have addition would be the ability to designate individual parcels as PvP or non-pvp. I want my kingdom to be a place my friends can use for fighting, but maybe not exclusively for that.


  3. A few minor quality of life things I noticed myself wanting:

    • Ability to interact with inventory (eat food, rearrange items, etc) while in auto-run. 
    • Ability to look at map while in auto run.
    • Hotkey to go directly to campaign map. 
    • Clicking the map hotkey from the map screen should close the map. 
    • Ability to change perspective/reticle placement?
    • Local move-speed buff in the temple.
    • Clearer/more distinct ownership flags on the map. Hard to distinguish without zooming in closely.  

  4. All my skill tree banks were maxed at 259200, which certainly wasn't anywhere near enough to complete most of them, and was about 90k more than I needed for one of them. The completed skill tree says "All skill trees max out at 259200," which is not true. 259k got me less than halfway through most trees, but some seem to have quite different costs.

    Also, a "complete this skill" button would be helpful instead of having to click each one 5 times. That's probably the last thing I'm going to want to do after a week of accumulating pips and just want to play.


  5. 3 hours ago, PopeUrban said:

    Not a bug. Movement buffs from different sources do not stack.

    Thanks Pope, that makes me concerned about balance for races with OOC move speed as a buff. I mean, if that's part of how they're balancing races, that really only flies when solo....some seem ok as is regardless, but it bears a closer look. This game is only going to become more team oriented, and you can count on many making the calculation that they can get one bard for the cost of x amount of skills/buffs. The result being that absent other factors, OOC move speed may become devalued very rapidly as a racial trait.


  6. Will edit to add as I go.

    Bugs:

    Unsure if this is intended, but bard's song of speed does not stack with racial out of combat move-speed bonuses, it replaces them. This raises some question as to the value of racial out of combat move-speed bonuses.

    They seem alright at first, but if you're in any group with a bard, it's negated. Actually, if you're in any kind of group that's not all as fast as you anyway, it's basically negated.

    A toggled bonus would seem more useful. Like, for example change it to, +10% OOC speed for self, or +3% OOC speed for entire party.  


  7. I echo others' frustration with building.

    A complete/independent build interface would help in the long-run, I think.

    Some improvements would be a fully adjustable camera fully independent of the player, a panel for components (not the spirit bank), a functioning grid (right now it seems impossible to match grid with component orientation, no matter which you rotate), better slope/terrain interaction (it shouldn't look blue, then tell you it's too steep to build), and easier selection and adjustment of pieces (point, click, drag and drop, etc- you shouldn't have to walk up to it, hold F or G, etc...).

    Some of that seems like low-hanging fruit to me.


  8. Thanks to both. 

    I DID manage to get it close, but if you're making a large structure the errors inevitably multiply.  Though, I'm not sure I fully use your method, Kraahk...I will need to try.  Seems like you might be able to limit/eliminate the offset/error.  I tried many ways, but...I don't know if yours was one of them. Regardless, that shouldn't be necessary.  It should snap what we want, and idk, maybe an alt-drag to disable snap?  Something like that?

    I ended up with a tunnel on one side of basically a square that a umm...a guineacian (?) couldn't fit through.

    It needs to be plumb-level so we can make precise, but varied structures.   (ie: we need to be able to flip/mirror our segments).

    I also felt that the camera was way off to start (it used to get stuck?) but has gotten slightly better. 

    Regardless, it's still not perfect, and I hear you Omen.  I feel like if you want full top down, you should be able to pan to that, and if you want full side mode (from any angle), you should be able to do that, too.

    There also shouldn't be a limit to how far forward/back you can walk.  Though I think I've encountered that, too.


  9. Is there a way to flip/mirror (not just rotate) building segments?  I didn't see anything listed on the placement menu.

    This would be super useful for the switch-back ramps.  I was able to kind of replicate one of the ramps using stairs and corner pieces, but I can't quite get the alignment right.


  10. Agreed.  Fights were totally random swing-fests for me.  But, I found it liberating that we all knew it was only going to be a short thing.  I found more fights than usual.  While there were still some groups playing the calculated numbers game in order to...I guess practice and recruit...overall, interaction between players seemed higher than normal.  I guess I was more aggressive myself, too.

     

    It could also be that due to company Christmas Party, my observations are skewed.  I had a good time though.

     

    Either way, the previous thread is closed, and so is the next one.  We need something for this brief period, unless they're like "no, this test was for US, bitches!"  Which I would totally get behind, realizing that we'll just make an unofficial thread and have our say anyway.

     

    Ahem.


  11. I won't be the d-bag to tell you to get good, cuz I'm not good. 

     

    But I will say that the key will be (for some of us) to get used to losing.  I'm already seeing that in a game where I'm pretty much beset upon (as a basically solo player amidst gankers and early-organizers), I often have plenty of room to operate.  When I'm not getting ganked.  On recent tests, I could go a good stretch of accumulating, if I was out on the fringes of the map.  Some was pretty good stuff, too (silver, yew, birch).  On the thursday snap overload test, I joined with a few people for the first time, and I mean...I was on ranger.  We were pretty bad.  But we still controlled access to a pretty high-quality node, and were able to do OK for a bit. 

     

    Ganks shouldn't hurt you too bad.  There's a point at which you should just turn into them (even without a weapon) and start swinging.


  12. e.g. craft a piece of gear but i dont want to wait for it so i exit the menu. A few seconds after exiting the menu i engage in combat. When i return to my crafting ui after combat, the crafted item is gone. The UI swallowed my mats. (assuming it was a failure).

     

    I had started to suspect that swapping in and out of the craft screen while crafting has some bearing on this.  I've only actually noticed the "take" bug happen when I'm paranoid about getting ganked, which is usually only when I have lots of loot and/or crafting something nice, and I minimize the screen mid-craft.  I've purposely tried crafting without exiting the craft screen at all, and haven't gotten bugs, but my sample size is really small.


  13. I like the idea behind that post Blair.  I like what you guys are doing. 

     

    But, let's not pretend ranger bugs come down to a long swap.

     

    We literally couldn't use melee skills. There was something VERY broken with ranger melee skills; they did literally nothing.  So when you can't use melee skills, and bow-shots are like...entirely random given charge time, projectile speed, and server realities...it's not about the tray swap.

     

    My only way to play was to spam LMB on melee and eventually use my sustain (which, btw, was pretty beast - Ranger is actually the best boxer class).  Pretty much sucks at anything else.

     

    Don't act like we've been saying "OMG it takes so long to swap!"

     

    We are testing ranger for you. It's broken.

     

     

    Hope that helps!


  14. Notes/observations from this test:

     

    1.  Harvested stuff seemed to have excessive "bounce" and "scatter."  I'd noticed the scattering before, but it seems to have increased, and the bounces seem much higher.  Perhaps related.  Often a log would fall from a tree, hit a rock or something, and deflect very fast at a right angle to the ground, ending up pretty far away from me.  Guessing this is partly to avoid getting stuck in ground, but overall, the bounce is just too much; we're harvesting logs, stone and ore, not bouncy-balls.

     

    2.  Durability - I didn't notice any timed decay with weapons equipped in combat mode, or decay from hitting with weapons.  I did, however, see 10% flat decay on death, regardless of durability (ie: 10 deaths, and you need new stuff, no matter the quality or durability).  Perhaps non-death decay mechanisms aren't operational yet, but right now, there appears to be no advantage to increased durability whatsoever, when it comes to weapons.  I didn't get a chance to test getting hit while wearing armor. 

     

    As a general comment on durability: deaths happen a lot on open-world PVP games, and while they should be meaningfully penalized, 10 deaths can happen pretty quickly.  I have racked up thousands upon thousands of deaths in other games (sometimes in a phenomenally short span of time), and the current rules would be prohibitive for anything but what I consider an overly-cautious and non-interactive play style.  I'm not planning on dying quite so often here, but I'm still hoping for one of three things:

     

      a ) A move away from a percentage decay per death to an absolute durability-value loss per death (meaning better stuff resists death better)

      b ) A solid "repair" system, with an accompanying increase in the deaths-until-broken (say 15 or 20 instead of 10 - this is to give time to get back to a crafter)

      c ) An absolute-value decay per death (vice percentage), with a solid repair system.

     

    3.  Ranger woes.

     

    4.  Chat auto-scroll is nice.  Feels much better.  Still crashes a lot.  Also took a while to realize that "Campaign" was actually all campaigns. 

     

    5.  Boars take more than 2 bars of stamina to skin, but I did think they dropped good quantity, just not sure if the quality is really there.  Didn't have enough chance to fully compare special properties (the "sheen) of boar hide vs cat hide.  Cats are very difficult to kill with a ranger (and if that's not evidence of #3 above, I don't know what is), but I found some roadkill and it carved up much, much easier than boars.

     

    6.  Really liked some of the "groves" of trees I found on East PVP server.  Got to play with birch, ash, yew, so far really liking how they have unique properties. 

     

    7.  Maps keep getting better, excellent job with these.

     

        - a) Realizing that they're built for greater populations, resources felt a little too spread out.  Will be interesting to see how they feel with greater numbers.

     

    8.  At one point, I died on my Legionnaire, and my skills that were all on CD when I died got "stuck" on CD.  Even if I built my rage back up, I couldn't use them. 

     

    9.  At another point, I died in Sanctuary (see #3 above).  Just kidding, I actually had a crash while fighting a boar on Sanctuary, and was able to re-log in time to find myself with like 500 health.  But, my inventory (previously full of trash mats) was empty.  There was another player nearby, but I never caught their name, so I'm not sure if I actually maybe did die, and they looted my corpse.  (Yes, a ranger might very well have managed to get looted in Sanctuary.  See #3 above).

     

    10.  I'm glad to see that you guys weren't kidding: there is almost nothing worthwhile to harvest in Sanctuary/EK.  It is a giant wasteland when it comes to harvesting.  I would, however, like to see hunger eliminated or at least significantly reduced when in the EK.

     

    11.  I'm really, really hoping that the inventory re-work includes a smaller crafting screen so you can at least see some of the world around you.


  15. Yeah, I mean, I'm all for daydreaming, while realizing that I'm not making this game.  I like "what if" threads.

     

    But, my main beef (and sorry tangent to your thread Raizex) is that the ranger weapons basically suck. 

     

    I mean, I kinda like the daggers, but only for the dash.  And the insanely long cooldown kinda spoils even that.

     

    I think we're still at the point where we can suggest that regardless of animations, ranger gameplay needs some re-thinking. That's how I feel, anyway.

     

    EDIT:

     

    I also think most of the big changes could be made without major alterations to the animation.  If we want to stick with bow + dagger/dagger, the key comes down to skill timing, and some impacts.  I mean, obviously, the LMB charge is not very good.  But I've found the rapid fire suspect, and even ricochet.  Then there's archer stake...which is like an invitation to get killed, it's like putting a bulls-eye up.  Rangers should be about movement.  Not about putting up some lame ass wall.  So I guess that would have to go.  Honestly,. aside from suppression, I pretty much hate the bow right now.


  16. Well that is an issue of the confessor crafting you pointing out actually... try do it with a legionnaire instead and im sure the numbers gonna go way up for his weapons

     

    Well, let's see how a lego works by the numbers:

     

    Lego: (needs Shield, Helmet, Polearm)

     

    Polearm:

    Weapon Head: Great Axe - 4 metal bars - 36 ore

    Weapon Shaft: Long - Metal Bar - 9 ore

    Weapon Hilt: Great - 2 Weapon Grip/2 Pommel/2 Crossguard

      - 2 weapon grips - 2 plank or animal - 6 wood or ? animal?

      - 2 pommels - 2 metal bar - 18 ore

      - 2 crossguards - 2 metal bar - 18 ore

     

    Total: 81 ore/6 wood (87 total)

     

    Shield:

    Shield Covering -  2 metal bars - 18 ore

    Shield Base: small - 2 Planks - 6 wood

    Enarmes - 2 stitched leather - 6 hide

     

    Total: 18 ore/6 wood/6 hide (30 total)

     

    Leather Helmet - 4 ore/15 hide

     

    Total Resources: 136

     

    Also, my math was wrong on the ranger (I was short by 18 ore).  The dagger pair actually looks like this:

     

    Dagger pair:

     

    2 weapon hilts - weapon grip/pommel/crossguard

      - 2 weapon grips - 2 plank or animal - 6 wood or ? animal?

      - 2 pommels - 2 metal bar - 18 ore

      - 2 crossguards - 2 metal bar - 18 ore

    two weapon blades: short - 4 metal bars - 36 ore

     

    Total: 72 Ore/6 wood (78 total)

     

    Total cost for ranger build goes up to 149.

     

    As you can see, the polearm costs only 9 metal more than the daggers.  And the ranger still needs the bow, 2 pieces of armor and arrows.  Overall, ranger build is more "expensive" than the Lego by 13 resources.


  17.  

     The whole charge and aim is actually pretty lame. Everyone just jumps and zigs all over the place, the jumping is ridiculous, throw in the rubberbanding and I just can't play anymore.

     

    I pretty much can't hit an actual player with my bow unless it's a lucky shot.  I actually had a boar that was dodging my shots.  A boar. 

     

    Not sure if it was actually dodging, getting confused, or rubber-banding (is that possible?) but I couldn't hit it.  For some reason it eventually stopped dodging, and decided to just stare at me while I shot it in the face a few times.  I also saw some boars getting stuck in trees, and only one managed to work up the nerve to fight back.  The rest just stood there while I shot them. 

     

    The boar pathing and AI still needs work, though it's a little better.

     

    Boars also take an awful long time to butcher.  Stamina seems to drop incredibly fast when skinning a boar compared to pretty much any other harvesting activity.  It seems like it tells you you're out of stamina before you really are, too.  They do drop a decent amount of meat and hides, though.  Couldn't find enough cats to test quality of cat leather vs. boar leather.  Cats are fast.

     

    Resource cost to get into fully functional setup (without taking a 4% base speed hit) is too high for some classes.

     

    Durability and item loss on death is MUCH, MUCH too high.

     

    I like some of the bonuses I was getting from crafting.  Looking forward to a test setup that facilitates testing the depth of the crafting system.

     

    Full-screen crafting window seems like a bad idea in open world FFA pvp.

     

    The stacking on basic materials like ores, hides, wood, foods, needs to be much higher.  We can stack ethereal dust, but not stuff we actually use?  Make it at least 50 per stack (I really don't think I'd want to run around with stacks larger than 50).   I never quite ran out of inventory space, but after only a couple hours of play, I was starting to worry.

     

    The chat auto-scroll is weird and counter-intuitive.  It should default to auto-scroll, but then when you manually scroll up, the auto-scroll should be suppressed so that if you're trying to read back, you don't keep getting forced back to the latest comment.


  18. In regards to gear reqs for skills...cmon, it's not that big of a deal. It takes like 20 wood to make a full set of basic gear. It's not hard.

     

    In order for a ranger to unlock every skill, they need to either take a 4% move speed penalty (basic gloves and boots), or use 63 resources (on top of those spent on potions, failures, "lost-on-take" and crafting tools).  It's not terribly hard, but it is a significant undertaking, and that's literally just to make the class playable.


  19. Actually, here are the numbers (hopefully without too many math errors; adding is hard):

     

    One Handed Book:
    Book Binding - 2 plank/1 stitched leather - 6 wood/3 hide
    Bound Chapters - 3 chapters - 3 metal bar/3 stitched leather - 27 ore/9 hide
    Book Clasp - 1 Metal Bar - 9 ore

    Total: 36 ore/12 hide/6 wood (54 total)

    Recurve Bow:
    2 bow stave limbs - 6 planks - 18 wood
    Bow String - 1 stitched leather - 3 hide
    Bow Riser - plank/bow sight/bow rest/bow grip - 3 wood
     - bow sight - 1 metal bar - 9 ore
     - Bow rest - 1 metal bar - 9 ore
     - bow grip - 2 stitched leather - 6 hide

    Total: 21 wood/18 ore/9 hide (48 total)

    Dagger pair:

    2 weapon hilts - weapon grip/pommel/crossguard
      - 2 weapon grips - 2 plank or animal - 6 wood or ? animal?
      - 2 pommels - 2 metal bar - 18 ore
      - 2 crossguards - 2 metal bar - 18 ore
    2 weapon blades: short - 4 metal bars - 36 ore

    Total: 72 Ore/6 wood (78 total)

    Leather Boots - 4 Ore /15 Hide (19 total)
    Leather Gloves - 4 Ore /15 Hide (19 total)

    Arrows:
    10 arrowheads - 3 ore
    10 arrow shafts - 3 wood

    Total resources for ranger: 149
    Total resources for confessor: 54

    This assumes non-basic weapons/armor, and a mininum gear set to unlock all skills.  Basic armor is basically a no-go due to reduced movement speed, so 30 hide/8 ore is a minimum on the ranger.  Even if you went with basic weapons you're looking at 63 total resources just to unlock ranger skills without penalty:

    Basic Bow: 12 wood
    Basic Arrows: 1 wood
    Basic Daggers: 6 wood/6 stone

    But that still gives you crappy weapons.  A confessor "unlocks" their skills for 54, and they do it with a non-basic weapon.  With a basic book, the confessor is fully playable with a mere 12 wood.

     

    That's not even addressing the fact that the ranger bow is largely inferior in the first place.


  20. I'd remove the bow entirely, and let them play as axe/dagger and dagger/axe.  Each "stance" would have ranged and melee incorporated, but with different emphases, but it would require only one weapon set and at any rate couldn't be worse than the bow.


  21. If anything, I'm more against forcing rangers to use bows than worrying about the melee weapon types.

     

    Rangers are those who range.  They get around, roam, patrol, whatever...they have mobility.  It doesn't mean they attack from range.  And I mean, just based on how bad the bow is right now, I'd be totally cool with a situation where the ranger had something like axe/dagger, and switched between stances without actually changing weapons.  I personally don't go into the woods without an axe and a knife, but I can't recall the last time I brought my bow and arrows.

     

    I mean, I do think rangers should be completely versatile, so they need some range.  But that doesn't necessarily mean bow and arrow, imo.  Such a lame trope.  Bow also means we have to build more weapons (melee set plus bow), as well as ammo, which is pretty different from the confessor, for example.

     

    Why not a stance where axe is melee and dagger is thrown, and another stance where axe is thrown and dagger is melee?

     

    Would be a pretty major overhaul, but I mean, ranger right now is pretty bad.  Just some thoughts that I'm relatively certain no one will agree with. :)

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