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Ranger as specialist (stealth)? Hide update?


Tinnis
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Any one else struggling with the definition of the ranger as 'specialist (stealth)'. 

Even when we do get the 'Hide' skill included, which we haven't heard about when it will come, it hardly feels like it is going to be the defining role of the class from the comments ACE provided previously on hide vs stealth mechanics. 

 

Obviously need to judge the impact of Hide's introduction and its mechanics - makes the ranger's role harder to gauge at the moment without the skill.

 

I basically keep looking at the DPS section when I look for ranger's skill for training! :P

Edited by Tinnis
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I think that ArtCraft will probably play around with her kit more especially after assassin is introduced. I believe that the ranger kit right now was designed to test ranged combat and to test switching between ranged and melee. 

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Well with the explosive traps, and some comments about one of the things that will differentiate her from the Stalker Archetype is the use of traps. So I imagine she is going to be something of an ambush or hit and run style combatant. Hides behind a minefield, breaks out of hiding with her suppression attack before her allies charge out from deeper in the woods and she throws down stakes to keep melees off her.

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Theres a lot of things from the Ranger reveal that I'm not happy with, namely that at first glance they've removed one of two potential stealth classes in the game. When they tossed in this hide nonsense, it was because they had given the Ranger every possible tool in their "kit" and it was overpowered. So to maintain the "fun" in the hungerdome/siege they decided to abandon all logic and remove the "specialist (stealth)" aspect of this class altogether.

 

At this time, the concept of a ranger in Crowfall is non existent. It seemingly became a Stalker overnight and without any real explanation. They've explained WHY they took hide away (they gave too many good things to the class), but they never explained their reasoning for doing so beyond developing new tech and not having any other archetypes to put it into.

 

As to why they couldn't design the archetype the way it was intended to be at launch, during the beta, the best reason for that is they didn't have time to create the "counter" for the stealth mechanic (Stalker is the anti-stealth role). In all I find the whole process behind the current iteration of the ranger to be an enormous waste of time and resources. IF they decide to go back later and actually make the Ranger a stealth specialist again, it will be at great expense to redo its kit all over again. Time is money.

Edited by scree
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All these points about Ranger as an ambusher - the kit gives you basically nothing to pin someone down with - so in a 1 on 1 situation there isn't much to stop someone running away from you.

 

(barring tendon slice if you can land it vs massive cooldown)

 

and THAT is excluding the point that ACE have said that forest step > tendon slice will go to assassin archetype.

 

so another skill slot we don't know what will be in the final kit...

Edited by Tinnis
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  • 2 weeks later...

my more recent thoughts on their role:

 

The class design of ranger should require a balanced utilization of both melee and ranged as the situation dictates.

Their current only 'role' / unique archetype feature (especially given that hide isn't in yet) is their fluidity regarding the range with which they can engage a target.

 

but melee in not currently mechanically encouraged or effective due to animation locks.

Edited by Tinnis
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my more recent thoughts on their role:

 

The class design of ranger should require a balanced utilization of both melee and ranged as the situation dictates.

 

Their current only 'role' / unique archetype feature (especially given that hide isn't in yet) is their fluidity regarding the range with which they can engage a target.

 

but melee in not currently mechanically encouraged or effective due to animation locks.

 

Changes to archetypes are extremely common in most MMOs at this point in development so I’m not too concerned right now. 
 
That being said, I do like your line of thinking that Rangers should have a balanced utilization of melee and ranged capabilities. Most MMO class design is very binary in terms of how it should be played — either I want to be at range or in melee — and it gets boring after a while.
 
In my opinion, what would be very appealing from the Ranger is something akin to Guild Wars 2, which highly encourages players to swap between weapon sets to chain different abilities and react to varying combat situations.  
Edited by sangz
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