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First look: Ranger powers & UI - Official discussion thread

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They might change it, like i imagine Stalker and Assassin to be stealth based, either full stealth or like an on cooldown stealth, im hoping they change it id rather have my ranger be able to hide and blend in and my sneaky sneaky archetypes be able to be the class cannon stealthers

 

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 :wub:

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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 :wub:

Yeah yeah I get what you mean, like the blur effect with Nova and Zeratul in Heroes of the Storm, they are invisible and if you aren't looking for them, or know what to look for they will get the upper hand, basically the scrub slayers

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I have to read this all again, but man, this is one awesome archetype. She sounds very very powerful, versatile and tough to master. I like it very much. I'm sure a lot of balancing needs to be done to fix all the cries to nerf her to oblivion.


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[insert Mouth-Watering Emote Here]

 

The Ranger seems like a Beast! I can't wait for the other Specialist Archetypes so we can see how much a Specialist shakes things up! 

 

March can't end soon enough...


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You Can't Be A Genius, If You Aren't The Slightest Bit Insane.

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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 :wub:

 

 

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.


Thomas Blair
ArtCraft Entertainment, Inc.
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For any power that uses a ground target reticle, those powers also use projectiles and there is a flight time for that projectile; however, increasing lifetime and velocity stats will not increase the range.

 

can someone explain the reasoning behind this?

 

why not do this on a per ability basis?

 

or is that something temporary for the current iteration of the game?

seems weird if it wasn't... but just making sure

 

 

 

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.

 

well, guess I gave you too much credit... my bad

 

same generic poorly made socks as all the other MMOs... *claps*

Edited by freeze

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I like this stealth Hide, so long as it prevents using stealth as a sustainability aspect rather than an ambush advantage. Rangers can now lie in wait and use their skills to break unbeknownst caravans with traps from below and arrows from above. This makes me enjoy the "specialist" tag here, as it isn't built clearly for normal ranged combat as it is the niche of "ambusher".

Edited by Dondagora

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Sorry that was a Pann confusion, correction has been posted. Stealth does allow full mobility, Hide does not.

 

Oh sure, blame poor Miss Pann.  You only dropped a novel on her desk to edit. ;)

 

I was just about to ask you about this, thx Blix. 

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Sorry that was a Pann confusion, correction has been posted. Stealth does allow full mobility, Hide does not.

 

 

 

ohh yeah bring out the thieves! B)

 

Ranger should be pretty fun testing :D

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Sorry that was a Pann confusion, correction has been posted. Stealth does allow full mobility, Hide does not.

 

As a Stealth addict, I am glad to hear that. I like Sneaking around.

 

I do understand why some people hate traditional MMO Stealth. I hope there are good counters and risk/reward dynamics so Stealth does not gain a cheesy reputation in Crowfall.


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It sounds like melee time will be severely limited due to the way energy regeneration is implemented.  Do you have a target for how long a vanilla Ranger can expect to stay in an up close fight?  I'm assuming that once your energy is spent, you'll have to swap back to ranged mode to refill, even if your quiver is empty.

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Err.. I have a big problem with this update. Having a weapon swap for an entire new ability bar is too fun for just one character to have and I suspect fits the game perfectly. Sorry Blair, you have to go work on this for every other archetype now. I know you wanted to sleep sometime this year, but we all have to make sacrifices for the greater good.

Guild Wars 2 weapons brah

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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.

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Shadows would be good, but as it gets to winter you would basically be stealthed all the time as it would be dark a lot, and with winter being the end of the campaign stealthing around in spring/summer wouldn't make much of a difference

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Err.. I have a big problem with this update. Having a weapon swap for an entire new ability bar is too fun for just one character to have and I suspect fits the game perfectly. Sorry Blair, you have to go work on this for every other archetype now. I know you wanted to sleep sometime this year, but we all have to make sacrifices for the greater good.

 

I know! Each new piece of tech opens so many options for all the archetypes, and in many cases a stats change on tray swap might be enough to make them feel different. I already have some Knight ideas which might get pushed into their promotion classes.

 

 

 

It sounds like melee time will be severely limited due to the way energy regeneration is implemented.  Do you have a target for how long a vanilla Ranger can expect to stay in an up close fight?  I'm assuming that once your energy is spent, you'll have to swap back to ranged mode to refill, even if your quiver is empty.

 

The melee tray was always intended to be somewhat limited, generally enough time to put up some debuffs, maybe some bleeds, big jabs, disengage away and open up with a sustain and rapid fire series. I'm sure you guys will come up with some better combinations once you have played her.

 

The Melee tray feels a lot different than the ranged tray, all the attacks are very fast when compared to the ranged tray where the attacks are much slower. (You are looking at 2 -3 seconds per ranged attack)

 

Baseline Ranger out of the box has somewhere sub 30 seconds spamming melee powers. (Especially if you spam cross slash) The basic attack in melee is really good, so don't discount that. If you look at the Ranger skill tree people have posted from Hunger Dome, in the Way of the Scoundrel there is a resource reduction for melee which Im hoping will get people into the max 45ish seconds range. Then if you go Brigand we are looking at melee as pretty much the mode you live in.  Stacking Critical Hit Chance will also increase the amount of time you can spend in melee.


Thomas Blair
ArtCraft Entertainment, Inc.
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I think the name Autoshot for the second left-click primary is a bit out of place. Autoshot has another meaning in a lot of other mmo's out there and gives totally the wrong impression on this skill in Crowfall imo. I would suggest to change the name into Power Shot or something else.


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