Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Ranger current Feedback


Freebird
 Share

Recommended Posts

My main character in all MMORPG (LA2, WoW, Aion, GW2, BDO) I played, is a ranger   

 

In this topic I'll  highlight problems of my Personal experience with Ranger in Crowfall. (And will be updating it as testing goes)

 

I do understand that this is Pre-Alpha test and not all skills and abilities in the game yet.

I do understand that it's going to be A LOT of changes in skills and abilities to balance all archetypes.

I do understand that ACE have their own vision of how classes should operate and role should fulfill. 

I do understand that Ranger has a lot of great aspects and advantages and some of them can outperform or coverup limitation, I'll try to address them but if i missed any please leave the comment.

 

[Disclaimer: English is not my 1st language.] 

 

 

<-----[Jul 6 ]----->

 

PROBLEMS:

 

Mechanic : [Range / precise targeting / AoE/ moving+attack (in range and melee), combos, energy ]

 

For a range DPS 40m distance is way to short and on top of that DPS is also Grounded (and on top of that, there are no movment debuffs/CC ). 

Charging is too  long  (for 40m distance and Grounded DPS)

AoE is hard to aim in a long distance due to target point (aim cross) is to low.

 

(Update: Skill Training will increase base 40m range to 60m, but i think its relevant to each archetypes so maybe not that beneficial )

 

 

Utilities: [debuffs/buffs/cc/group assistance]

 

Ranged powers tray:

1 Range skill with AoE CC - "Suppression Shot" (with cast time and only 3 foes) but this is only prevents the targets   from using any powers in their tray so they still can move around or chase you. 

1 Range skill AoE Damage modifier buff(not sure if it buffs allies) - "Archer’s Stake" (with VERY long cast time) shouldn't it have collision physics as a barrier? 

Range Explosive Trap - has problem with aiming it (damage is not uncertain) and shouldn't it stun ?

 

Melee Powers Tray (need to test):

1 Melee combo skill with defense debuff "Sinister Slash"->"Wicked Slash"->"Vile Slash" (5%, 10%, and 20%)

1 Melee skill with 1 moderate bleed stack "Cross Slash"

1 Melee skill "Sweep" with a +15% damage bonus on the next attack for 1 closest group members .

 

 

DPS: [melee/range]

 

With full charge damage is pretty good, but because of the Mechanic damage is not sustainable so DPS is not great and very situational.

 

 

Survivability: [Escape/Speed/Heal]

 

 Ranger can Heal only by doing Damage in a short time.

 Only real way to escape is a "Forest Step", but even with that there are not enough speed to run away. As most archetypes (if not all) has same(or close to that) distance leap and CC. But most disappointing thing is that this skill was not designed for ranger - It is assassins skill and MOST likely be removed when assassin will be presented in a game.

 

 An other option is "Desingage", but it is 2nd step in a Melee combo line (1st step is a grounded atack) and for now it is very laggy and slow.

 There are basically no Survivability skills for ranger, pretty short DPS distance, Grounded, very squishy, can't heal in extream situation, can't run a way.

 

 

Resources: [prices and amount of gear needed to be competitive]

 

It looks like, to be competitive, ranger going to be most the expensive archetype. 3 weapon slots (Bow, double Swords, Arrows), it  is very cool  idea that arrows can be crafted in a different ways to achieve different effects, but each arrow will cost u money.

 

 

 

MY SUGGESTIONS:

  • 1. While grounded Increase range Distance x2 or/and Decrease charging time. 
    or/and
  • 2. Mobile Firing (i think is a must): while moving, charging time can be increased, and distance/or damage can be decreased. (it's   already hard to hit the target in a current game, so when both ranger and his target is moving would be even harder so it still can maintain balance)
    or/and
  • 3. CC as stun, push back and slow down (Traps, range)
    or/and
  • 4. Escape/vanish skill or major Speed modifier.
    or/and
  • 5. Arrow pierce on a full charge (I understand that this can be done with different craftables arrows; but as example, special arrows can pierce 3-5 foes +add bleeds vs full charge pierce 1-2 foes with no bleed ).
BUGS/Fixes:

 

Occasional pose freeze after arrow charging

Rapide fire animation is missing. 

Green/Red aim cross for ally/foe

Aim cross high adjustments 

 

 

 

 

Conclusion:

If Ranger is a specialist, I have difficulties to figure out what kind of speciality it is. (Update: most likely it is "Hide" which is not in a game yet)

With grounded slow DPS and short* distance, with no CC, no survivability or speed, 1.5 buffs, 2 week debuffs, Ranger can be  easily replaced with more valuable archetypes  ( basically any other ones ):

Edited by Freebird

[sparrow]

Link to comment
Share on other sites

I previously noted my ranger concerns

 

Missing specialisation: hide

 

Ammo needs to have short term as well as long term impact

 

(Eg like a shooter you have a clip of arrows then have to reload rather than having your whole bag always available)

 

More emphasis on mixing bow and melee powers

 

I actually prefer the melee tray even over other melee archetypes - nice variety of options and hidden effects - buffs, debuffs, bleeds and stamina restore. Except the useless channelled #2.

 

Yes she has mobility issues. They buffed spinstep distance recently which was nice. I think ranger needs what champ has though a free double cast.

 

Disengage and forest step too long cool downs like 45s 60s and animations make it easy for someone to catch up. Eg champs legos will roll a ranger hard.

 

Generic issues of power rooting for bow tray and non left click melee powers

 

Animation/cast time of suppression shot and bow fire trap so slow and janky. As it the channeled AoE damage. Also damage splitting.

 

PS stake also snares which is basically its only use

 

Also bad we cant see cool downs ticking down of the tray we aren't in

Edited by Tinnis
Link to comment
Share on other sites

I haven't test melee tray yet, need to compare it to other Melees in terms of utilities and DPS.

Edited by Alarih

[sparrow]

Link to comment
Share on other sites

Melee is actually fairly sustainable with scale mail enchants and getting a feel for power rotation and use.

 

Mail enchant: chance to restore energy on being hit in melee

 

Also ranger melee passive restores energy on crits - jab autocrits making it very energy efficient and the left click costs no energy.

 

Armour and weapon debuffs always handy and bleed great to stack on mobile archetypes or blocking knights. Self stamina restore also nice.

 

In my experience the ranger has much better damage per second in melee tray compared to bow.

Edited by Tinnis
Link to comment
Share on other sites

The Ranger uses a shortbow, thus they have medium range (which in CFs case is 40m), but I wouldn't mind if it was buffed up to 50m. (But currently, its extremely hard to see enemies farther than 40m, which makes me wonder what they're going to do with the Stalker, with their longbows)

 

Ranger does have a problem with staying at range so they could use some roots and snares.

 

The Explosive Trap doesn't stun, only knocks up enemies into the air, which bugs out sometimes

 

According to ACE, Specialists are much more versatile than other Archetypes. In the case of the Ranger, they are the only ones that can fight in melee and ranged combat. All other current Archetypes are either exclusively melee or exclusively ranged 

KGV_sig.png

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

Link to comment
Share on other sites

The Ranger uses a shortbow, thus they have medium range (which in CFs case is 40m), but I wouldn't mind if it was buffed up to 50m. (But currently, its extremely hard to see enemies farther than 40m, which makes me wonder what they're going to do with the Stalker, with their longbows)

 

Ranger does have a problem with staying at range so they could use some roots and snares.

 

The Explosive Trap doesn't stun, only knocks up enemies into the air, which bugs out sometimes

 

According to ACE, Specialists are much more versatile than other Archetypes. In the case of the Ranger, they are the only ones that can fight in melee and ranged combat. All other current Archetypes are either exclusively melee or exclusively ranged 

 

 

Shortbow make sense (although havn't seen this description  in a game).

 

The Explosive Trap doesn't stun  - yah, but I think it's should. 

 

 

Interesting twist (I guess it is misinformation or misunderstanding at some point )

According to ACE, Specialists are much more versatile than other Archetypes

 

 

As according to Dictionary "Specialist" is "a person who concentrates primarily on a particular subject or activity; a person highly skilled in a specific and restricted field"  so in this regard, as Tinnis mention speciality may be "Hide", which is missing in current game.  

 

 

Will see how Hide will play off.

Edited by Alarih

[sparrow]

Link to comment
Share on other sites

Hey skill training will increase base 40m range to 60m

 

Also weapon skill trees tell us the following in game

 

Crossbow

Pistol

Short bow

Recurve bow

Long bow

 

Ranger is likely recurve bow. Long bow probably stalker and short bow archer discipline stone or promotion eg if they still planning on knight bow promote

Edited by Tinnis
Link to comment
Share on other sites

Yeah, back in May, ACE had a AMA on reddit, and I asked them how they defined their specialists. Here's the Direct quote:

 

 

Q: I'm not sure if it was definitely defined, but what is the role of specialists? Do they have an important role or are they special because they have abilities that can affect siege gameplay?

A: Specialists because what the Archetype can do in relation to other archetypes, it is not solely limited to Siege.

KGV_sig.png

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

Link to comment
Share on other sites

Oh I see :)

Yah, you are right this definition can go in both directions (limited skill / very versatile) :D

Edited by Alarih

[sparrow]

Link to comment
Share on other sites

I fully support this post.

 

I like your melee ranger style but please tell me your actually using non left click melee powers outside of movement powers these days

 

Your PvP video of you at full energy auto attacking only was painfull to me despite the mobility advantages that gives

Link to comment
Share on other sites

I like your melee ranger style but please tell me your actually using non left click melee powers outside of movement powers these days

Your PvP video of you at full energy auto attacking only was painfull to me despite the mobility advantages that gives

Tinnis thank you. I used my default dagger attacks for 3 reasons.. Firstly because it was my first footage of ingame play and I was not yet educated on the skill tree. Secondly because the default attack is fast and efficient enough of damage to kill players before dying myself for the most part. Lastly because the mobility default dagger attacks gives me joined with the range of the swing allows me to "sticky-back" players. Which is a term more commonly used from my old game dfuw where a player has fast enough reflexes and twitch skills enough to track a moving target and stay on their back even after movement skills have been done. This is a skill that I have from dfuw and if I get on someone's back their dead unless they get away because most people run away and my melee tree allows me to catch up to them. If they turn on me and begin attacking most of the time their attempt to attack back leaves them stationary and allows me to get on their back and/or circle them as they try to land shots on me but miss as I attack them in a circular motion. I've even out melee' knights and champions this way.

 

But to your concern. I now am using all my abilities and it's wicked. Range I currently use for support or to stun/aoe/finish low targets rather then as my main dps until they fix ranger from being a sitting duck in ranged tree. Or until I get even better and/or a bigger dome to kite in.

 

25hmzbo.png

Link to comment
Share on other sites

Tinnis thank you. I used my default dagger attacks for 3 reasons.. Firstly because it was my first footage of ingame play and I was not yet educated on the skill tree. Secondly because the default attack is fast and efficient enough of damage to kill players before dying myself for the most part. Lastly because the mobility default dagger attacks gives me joined with the range of the swing allows me to "sticky-back" players. Which is a term more commonly used from my old game dfuw where a player has fast enough reflexes and twitch skills enough to track a moving target and stay on their back even after movement skills have been done. This is a skill that I have from dfuw and if I get on someone's back their dead unless they get away because most people run away and my melee tree allows me to catch up to them. If they turn on me and begin attacking most of the time their attempt to attack back leaves them stationary and allows me to get on their back and/or circle them as they try to land shots on me but miss as I attack them in a circular motion. I've even out melee' knights and champions this way.

 

But to your concern. I now am using all my abilities and it's wicked. Range I currently use for support or to stun/aoe/finish low targets rather then as my main dps until they fix ranger from being a sitting duck in ranged tree. Or until I get even better and/or a bigger dome to kite in.

 

Good! Looking forward to more experienced videos in the future then! Power to the melee ranger! :)

 

Yes I agree with the mobility benefits of left click attacks and the strafing style fits the ranger well

 

[those that complain about spinstep's range really don't see its 'juking' potential in close situations to dodge powers]

 

Obviously moving left click versus rooted powers is a generic problem for all melee archetypes currently.

 

More its a problem with the state of the mechanics and engaging gameplay where autoattacking is more effective in many situations than correct rotation of skills.

 

I play the same - I focus primarily on using the melee tray while dipping into the ranged tray to back this up with crowd control or opportunistic finishing attacks etc

 

People really underestimate the Ranger's melee. Its better damage than the bow.

 

Sadly people like seeing the big slow numbers from the bow versus the fast dagger attack numbers and illusion of 'safety' of being at range.

Edited by Tinnis
Link to comment
Share on other sites

if people want an example of some good balanced ranger play - check out Gorwald. He isn't afraid to leap into ranger melee either [while also still utilizing the bow]

 

Hes definitely where I picked up the ropes of playing her from.

 

e.g. VOD from 27th june livestream - 22 minute onward test starts

 

https://www.twitch.tv/gorwald/v/74869593

 

also youtube short clip from one of the games on that stream https://www.youtube.com/watch?v=5BT9IvnatQY

Edited by Tinnis
Link to comment
Share on other sites

  • 4 months later...
220px-Ranger-Battle_for_Wesnoth.png
 
How you envision an Ranger to be.
And how it plays against hard CC, pull and Melee Enemys swinging at ya.
220px-Ranger-Battle_for_Wesnoth.png

 

 

So yeah.

I wish i had more range.

Enemys a bit larger hitbox (sometimes when the arrow hits the bottom of an centaur .. it gets dodged. I learned to shot him a bit further ahead of his pathing atm.)

 

Generally.

Ranger plays fun in groups.

Supressing, buffing ranged attacks and hitting people. Trying to kite away from the melee guys.

 

It started out a bit difficult. But i managed to even hit an target circling someone.

 

--

 

I agree with the OP that we should get a buff when "grounded". Distance seems to low atm ... even with the possibility of skills increasing it.

We need longer range... its so easy to hide from our porjectiles already. Give us some range advantage xD.

Edited by Greenfox21
Link to comment
Share on other sites

I agree with greenfox. With so many gap closers powers the range advantage of the ranger is pretty useless.

 

I would like to ask about archers stake power because it seems like a pretty good buff but NOBODY uses it. I assume one of the reason is the not so useful range of the ranger (We have to start running pretty soon), but i would like feedback from actual players...

Link to comment
Share on other sites

I agree with greenfox. With so many gap closers powers the range advantage of the ranger is pretty useless.

 

I would like to ask about archers stake power because it seems like a pretty good buff but NOBODY uses it. I assume one of the reason is the not so useful range of the ranger (We have to start running pretty soon), but i would like feedback from actual players...

 

I don't ever use 6 because Rangers are higher up in the target list depending on group composition.  The area in which the effect works is very small.  It worked ok for Siege Perilous because you could sit on top of the wall and shoot down at people.  It's really something that can only be used in sieges if you are defending.  Otherwise you have to constantly be moving which means you will move out of the effect area of that power.

 

As far as the lack of range advantage goes, a lot of that also has to do with hit boxes (inconsistent hits), the arrows seemingly disappearing mid flight, the insane 45 second cool down on forest step, and the fact that the ranger runs really slow as well.  The bow tray is definitely for much larger battles, I used it a lot more in SP.  In HD and BW I am in the melee tray a lot more.  But the ability for the ranger to put some distance on people is nonexistent.  That and everyone can escape her.  The knight can run over and over again, the fessor can dash away over and over again, the same with the Druid, the cow can just naturally run faster than the Ranger.  That is at this point in the game.  Regardless I will still play her as I find her a lot of fun, but she definitely needs improvements in order to be almost a non factor.

Edited by amazingtacoburito

 

Formerly known as - AmazingTacoBurito

Link to comment
Share on other sites

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...