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Kambien

If I could Rebuild the Ranger

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If I could rebuild the ranger, I would make the bow auto attacks a standard attack with no charge up (reducing damage accordingly) and nominal movement speed debuff.  I would increase the size of projectile hitbox to be more in line with confessor auto attacks.  I would make the ricochet shot a channel single target snipe skill (higher damage, but only 1 target).  I would lower the cooldown on the first melee skill to 15 sec (down from 45) and increase the duration of the run speed to 8 seconds (up from 6).  I would change the C skill to do 250% life steal for 6 seconds (down from 400% for 6 sec) and then followed by 25% for 24 sec.  Then I would test all of these changes and re-evaluate for balance tweeks.

 

These changes are largely to tweek the ranger's bow skill tray to be more effective in a world where everyone has split body, to increase their mobility in combat, and to lower the initial impact of their C skill while allowing for a longer term sustain potential.

 

I am sure many people will have critiques of my changes, and I welcome them, but I would also like to see what others would do instead.  Maybe we can generate some ideas for ACE and get some kind of changes for the ranger in the pipeline.

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What i would do with rangers After playing them for past few tests.

General

- Double arrow movement speed, increase size a little or make hit boxes work properaly atm it seems the hit box for people a small line down the middle of the model. Atm you literaly have to realy on somone elses CC to make any hits or just pure luck.
- Remove or put a 1 sec CD instead of 3 sec cd on ability when switching trays, its awkward switching to melee and not being able to do anything for 3 seconds despite daggers are out

Archery Tray
Left click - Reduce dmg a little bit but make it faster cast time and slightly quicker movement (atleast when going forwards just to allow you to chase a little bit better than currently, atm u cant chase at all with a bow.
1 - This skill needs a slight dmg buff atm its better just to use your left click combo's over using the barrage skill with a small exception of finishing somone off that has like 1k hp since u get more chances to hit in small space of time
2 - I dont use this at all, mainly because the fact you will have 3 targets standing close enough to use it is extreamly rare, maybe boose the bounce distance a little to allow for more practical oppotunity to use it.
3. - im not sure what supression actualy does atm so cant comment on this, it is rather tricky to land due to the delay in travel time witrh the rather smallish aoe size i tend to find could be useful though in large scale seige type things.
4 - cant comment here cause i dont use it since the chances of hitting more than 1 person with it is slim in current test and it does less dmg than left click overall
5 - Seems like it would be useful they are a little glitchy i noticed and dont trigger when people get close unless they physically got to step on, i think uping the trigger range would benefit this greatly and allow for a little relable cc.
6. Arrr way way way to much of a cast time on it atleast half it.

Melee tray
Left click - may need a small bonus in dmg
1 - Cooldown is realy realy long i think maybe reduce it from 45 to 30sec instead may make it a bit better
2 - Should be ok as it is i think
3 - may need a bit of a dmg boost, same with the combo, Move disengage to combo off the 5 skill instead and add a different ability there instead. Disengage rain needs toi be increase aswell because right now its only like 10 meters tops and the animation of the skill is so slow u can litery walk to where the disengaging too quicker than they do it with the animation speed its kinda funny.
4 - damage seems a little low here again.
5 - Chains into disengage and look at changes for disengage in number 3 slot
6 - ive never actualy used for some reason so i cant comment here at all.

I feel alot of the melee range tree does way less dmg than they should, that being said i think the energy cost of the melee skills should be increased, atm u can use about 20 melee attacks before having to switch back to ranged tree, i feel it should be around the 12-15 mark of course if u specilise into the melee archtype for rangers there should be a passive to reduce energy cost of skills from skillpoint or a way to regenerate it in melee with an ability or something

 


Veeshan Midst of UXA

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What i would do with rangers After playing them for past few tests.General

- Double arrow movement speed, increase size a little or make hit boxes work properaly atm it seems the hit box for people a small line down the middle of the model. Atm you literaly have to realy on somone elses CC to make any hits or just pure luck.

- Remove or put a 1 sec CD instead of 3 sec cd on ability when switching trays, its awkward switching to melee and not being able to do anything for 3 seconds despite daggers are outArchery Tray

Left click - Reduce dmg a little bit but make it faster cast time and slightly quicker movement (atleast when going forwards just to allow you to chase a little bit better than currently, atm u cant chase at all with a bow.

1 - This skill needs a slight dmg buff atm its better just to use your left click combo's over using the barrage skill with a small exception of finishing somone off that has like 1k hp since u get more chances to hit in small space of time

2 - I dont use this at all, mainly because the fact you will have 3 targets standing close enough to use it is extreamly rare, maybe boose the bounce distance a little to allow for more practical oppotunity to use it.

3. - im not sure what supression actualy does atm so cant comment on this, it is rather tricky to land due to the delay in travel time witrh the rather smallish aoe size i tend to find could be useful though in large scale seige type things.

4 - cant comment here cause i dont use it since the chances of hitting more than 1 person with it is slim in current test and it does less dmg than left click overall

5 - Seems like it would be useful they are a little glitchy i noticed and dont trigger when people get close unless they physically got to step on, i think uping the trigger range would benefit this greatly and allow for a little relable cc.

6. Arrr way way way to much of a cast time on it atleast half it.

Melee tray

Left click - may need a small bonus in dmg

1 - Cooldown is realy realy long i think maybe reduce it from 45 to 30sec instead may make it a bit better

2 - Should be ok as it is i think

3 - may need a bit of a dmg boost, same with the combo, Move disengage to combo off the 5 skill instead and add a different ability there instead. Disengage rain needs toi be increase aswell because right now its only like 10 meters tops and the animation of the skill is so slow u can litery walk to where the disengaging too quicker than they do it with the animation speed its kinda funny.

4 - damage seems a little low here again.

5 - Chains into disengage and look at changes for disengage in number 3 slot

6 - ive never actualy used for some reason so i cant comment here at all.

I feel alot of the melee range tree does way less dmg than they should, that being said i think the energy cost of the melee skills should be increased, atm u can use about 20 melee attacks before having to switch back to ranged tree, i feel it should be around the 12-15 mark of course if u specilise into the melee archtype for rangers there should be a passive to reduce energy cost of skills from skillpoint or a way to regenerate it in melee with an ability or something

 

Agree on pretty much all of this.

 

Add :

Melee tray - forest step

The slow on the combo slow needs to work differently.

Melee 6 - minir buff otherwise fine.

Edited by Soulreaver

Huginn ok Muninn, fljúga hverjan dag, Jörmungrund yfir; óumk ek of Hugin,, at hann aftr né komi-t, þó sjámk meir of Munin

Gathering of Ranger videos

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Agree on pretty much all of this.

 

Add :

Melee tray - forest step

The slow on the combo slow needs to work differently.

Melee 6 - minir buff otherwise fine.

I couldnt think of a way to change the slow combo, like i dont think they should be a combo together, i can see where they wanted to go with it pop in slow, hit em and get out and shoot them again, but it just realy awkward since its a set distance.

Actualy with disengage getting moved off the 3 on the combo melee tray they can put the slow combo on that so you can jab or slow them but then that runs into the problem with a low CD slow which i think they dont want hmmm


Veeshan Midst of UXA

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What i would do with rangers After playing them for past few tests.

 

General

 

- Double arrow movement speed, increase size a little or make hit boxes work properaly atm it seems the hit box for people a small line down the middle of the model. Atm you literaly have to realy on somone elses CC to make any hits or just pure luck.

- Remove or put a 1 sec CD instead of 3 sec cd on ability when switching trays, its awkward switching to melee and not being able to do anything for 3 seconds despite daggers are out

 

Archery Tray

Left click - Reduce dmg a little bit but make it faster cast time and slightly quicker movement (atleast when going forwards just to allow you to chase a little bit better than currently, atm u cant chase at all with a bow.

1 - This skill needs a slight dmg buff atm its better just to use your left click combo's over using the barrage skill with a small exception of finishing somone off that has like 1k hp since u get more chances to hit in small space of time

2 - I dont use this at all, mainly because the fact you will have 3 targets standing close enough to use it is extreamly rare, maybe boose the bounce distance a little to allow for more practical oppotunity to use it.

3. - im not sure what supression actualy does atm so cant comment on this, it is rather tricky to land due to the delay in travel time witrh the rather smallish aoe size i tend to find could be useful though in large scale seige type things.

4 - cant comment here cause i dont use it since the chances of hitting more than 1 person with it is slim in current test and it does less dmg than left click overall

5 - Seems like it would be useful they are a little glitchy i noticed and dont trigger when people get close unless they physically got to step on, i think uping the trigger range would benefit this greatly and allow for a little relable cc.

6. Arrr way way way to much of a cast time on it atleast half it.

 

Melee tray

Left click - may need a small bonus in dmg

1 - Cooldown is realy realy long i think maybe reduce it from 45 to 30sec instead may make it a bit better

2 - Should be ok as it is i think

3 - may need a bit of a dmg boost, same with the combo, Move disengage to combo off the 5 skill instead and add a different ability there instead. Disengage rain needs toi be increase aswell because right now its only like 10 meters tops and the animation of the skill is so slow u can litery walk to where the disengaging too quicker than they do it with the animation speed its kinda funny.

4 - damage seems a little low here again.

5 - Chains into disengage and look at changes for disengage in number 3 slot

6 - ive never actualy used for some reason so i cant comment here at all.

 

I feel alot of the melee range tree does way less dmg than they should, that being said i think the energy cost of the melee skills should be increased, atm u can use about 20 melee attacks before having to switch back to ranged tree, i feel it should be around the 12-15 mark of course if u specilise into the melee archtype for rangers there should be a passive to reduce energy cost of skills from skillpoint or a way to regenerate it in melee with an ability or something

 

 

I actually think the ranger melee tree is okay with a few caveats.  I do very good damage in melee stance on my ranger using the bleed, the 6 skill combo, and other skills situationaly.  But I agree forest step needs a significant reduction in cool down and it would be nice if it could teleport to target reticle instead of flat distance given the snare follow up.  The disengage skill (3 + E) just doesn't work for me about 80% of the time, they need to fix it so it reliably moves you away from the target.

 

The ranged skill tree needs some work. I agree with most of your comments, but I think the ground target aoe (4 skill) is good as is, useful in times when enemies do clump, and will become more and more useful as larger team fights happen.  As for the bomb skill in the ranged tree it is just kinda worthless for cast time vs damage output, and since it doesn't knock people up as well as the melee version it isn't useful as a CC.

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I couldnt think of a way to change the slow combo, like i dont think they should be a combo together, i can see where they wanted to go with it pop in slow, hit em and get out and shoot them again, but it just realy awkward since its a set distance.

Actualy with disengage getting moved off the 3 on the combo melee tray they can put the slow combo on that so you can jab or slow them but then that runs into the problem with a low CD slow which i think they dont want hmmm

Moving disengage to combo off 5 (since that would have synergy) and then moving the slow to combo off the 3 skill isn't a bad idea.  They could set the cooldown for the 3-e slow combo to whatever they want, it wouldnt have to be the same as the 3-3.  This would definetly make it easier for rangers to disengage at will and stick to targets when they need to.

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First: Make it so that using skills is better than just spamming LMB (Do the same to all archetypes)

 

Second: Fix forest step. Like someone said above make it so that you teleport to the target position. It is impossible to actually combo it you always go past target.

 

3) Make the bomb a bear trap. Ma ranger needs no bomb...

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If I could redo the Ranger it would be into a Specialist: Stealth role like it was originally pitched. Its stealth bar would be entirely about traps and preparing the battleground, with one or two stealth openers: a high damage from melee attack and a low damage/cc ranged attack. The bar itself would be a combination of bow and melee, similar to the duelist. Left/Right clicks would be melee/ranged respectively. 

 

I'd rather see this role able to win easily if he setups the battlefield appropriately, versus caught unprepared hes rather easy to remove from the field of combat.

 

A true stealth and trap expert.

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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.

Edited by Cejo

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I like its current state better than the ideas proposed here.  I have only played ranger exclusively.  The way they are making it suits the style of FFA PVP this game is.  Adding auto attack would be super stupid.

Edited by betaguy

 

THE CORRUPT FEAR  | THE HONEST SUPPORT  | THE HEROIC JOIN 

 

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I like its current state better than the ideas proposed here.  I have only played ranger exclusively.  The way they are making it suits the style of FFA PVP this game is.  Adding auto attack would be super stupid.

 

Just to clarify, when I said auto attack I meant the left mouse button skill, not an actually automatic firing attack such as with tab target games.  If you misunderstood that I'm sorry.  If you didn't, then I assume you like the charge up left mouse button skills that we have now?  Please try to be more constructive by telling us why you don't like something or what you would do differently.

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Just to clarify, when I said auto attack I meant the left mouse button skill, not an actually automatic firing attack such as with tab target games.  If you misunderstood that I'm sorry.  If you didn't, then I assume you like the charge up left mouse button skills that we have now?  Please try to be more constructive by telling us why you don't like something or what you would do differently.

I, for one, quite enjoy the charge up mechanic. It makes using the bow quite satisfying, as well as adding a great degree of depth to simply 'spamming auto-attack'. I'm quite alright with her auto-attack being the main source of her damage, as it by itself is more interesting to use than whole classes from the auto-target, 'spam-1-2-3-4' style of MMO combat.

 

I would, however, like to see more utility be given to her other bow powers. 1 and 3 are great, 5 is okay (bordering on meh now, as the knock-up seems to be nerfed), 4 is meh, and I hardly ever use 2 or 6. Some form of ranged slow would be nice, but I realize that might be asking for too much.

 

I would also like to see the charge-up time on her auto-attack sped up a bit. As it is now, pretty much any class can go from melee range to out of range (or vice versa) in the time it takes you to fully charge up a single shot.  Heck, if it's against a knight with their ridiculous 3 second charge, I can't even get a parting shot off before they are out of range and over the horizon, with no hope of me ever catching up to them.

 

An increase in lifetime and/or flight speed would also be nice. I realize there are skill tree options that help with this, but it matters how much of an increase this actually is. I'll be getting picking up the projectile lifetime skill next, so then I'll be able to see how much it affects the maximum. I suspect it might increase range from 40m to 50m, but I hope it's more and worry that it might be less.

 

This is even more so because I don't really want to have to go down the Archer tree in order to pickup the flight-speed skill.

Edited by Raizex

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As for melee, most of the skills seem decent. However, the 45 second CD on forestwalk is brutal (how this exists in a world where knight's have a charge on a 3 sec CD, I don't know). Also, the fact that our only slow is behind it is really awkward, and makes a missed slow even that more excruciating.

 

Disengage is also pretty useless. A lot of the time it doesn't actually do anything, and even when it does, it's barely faster than just backpedaling. This either needs a rework or replacement.

Edited by Raizex

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We played with Ranger a bit late this session and I'll say something that will sound crazy: if they could actually land those arrows they'd be OP as hell.

 

If the aiming goes to any form of loose assist then the DPS is gonna need to go waaaay down on some of those arrow types and abilities.

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We played with Ranger a bit late this session and I'll say something that will sound crazy: if they could actually land those arrows they'd be OP as hell.

 

If the aiming goes to any form of loose assist then the DPS is gonna need to go waaaay down on some of those arrow types and abilities.

 

I agree, I would much prefer the mechanic stay an aimed projectile that rewards skilled play.

 

It would be nice, though, if they improved the visual on it so you could actually see where your shots are going in order to better adjust your aim. It's in a different genre, but I think Warframe actually does this quite well: https://youtu.be/Kl3kY0u8JXU?t=68

 

Something where it's just enough so that you can see it, but also subtle enough so that you aren't announcing your presence to the entire enemy team.

Edited by Raizex

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We played with Ranger a bit late this session and I'll say something that will sound crazy: if they could actually land those arrows they'd be OP as hell.

 

If the aiming goes to any form of loose assist then the DPS is gonna need to go waaaay down on some of those arrow types and abilities.

Yeah the bow damage is strong, and I don't want to remove "player skill" from the bow tree, but that skill gap between ranger bow skills and every other class is too much right now.  The damage on a left mouse button bow shot is anywhere from 6 to 12k (averaging closer to 8k) depending on your weapons, arrows, skill levels, etc.  That is a lot of damage from one attack, but the charge up time takes so long that another player can easily get 3 to 5 left mouse attacks at 1 to 4k (averaging probably 2k) damage in the same time.  The rangers own melee tray left mouse button combo is going to hit 4 times for 2k each in that time (with advanced crafted daggers).  The bow skills end up being a bit higher but not as dramatic as it seems, and personally, I think with the increases in mobility added to the game over the past few months the player skill thresh hold to land ranger left mouse attacks is too high compared to all of the other classes.  This could be countered in a number of ways, including: reducing charge times, increasing the projectile hit box on arrows, increasing flight speed on arrows, or slowing down movement speed of all players (which I doubt would go over well).

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Yeah the bow damage is strong, and I don't want to remove "player skill" from the bow tree, but that skill gap between ranger bow skills and every other class is too much right now.  The damage on a left mouse button bow shot is anywhere from 6 to 12k (averaging closer to 8k) depending on your weapons, arrows, skill levels, etc.  That is a lot of damage from one attack, but the charge up time takes so long that another player can easily get 3 to 5 left mouse attacks at 1 to 4k (averaging probably 2k) damage in the same time.  The rangers own melee tray left mouse button combo is going to hit 4 times for 2k each in that time (with advanced crafted daggers).  The bow skills end up being a bit higher but not as dramatic as it seems, and personally, I think with the increases in mobility added to the game over the past few months the player skill thresh hold to land ranger left mouse attacks is too high compared to all of the other classes.  This could be countered in a number of ways, including: reducing charge times, increasing the projectile hit box on arrows, increasing flight speed on arrows, or slowing down movement speed of all players (which I doubt would go over well).

Use the correct ammo and a crafted bow and the damage from a single left click is 50-75% of your health bar.

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Some projectile speed increases and maybe a slightly larger projectile hit box.

 

I would change energy from being fuel for melee attacks to being an incremental damage modifier. Melee powers would still consume energy, but damage would also get a boost based off of it as well.

 

I feel like the game has far too many gimmick "yin/yang" mechanics that stifle certain archetypes, so this would definitely give the ranger more options to play with. 

 

I'd keep forest step but reduce it's cool down and range. I'd change it so when you teleport you're put into "stealth".

 

I'd change the "stake" ability to also grant projectile damage decrease, giving the ranger even more tools to bring to the group outside of suppress.

 

I'd change throw explosive bomb to Caltrops. Would effect a large area and snare / cause bleeding to whoever ran over them, giving the ranger a lot of area control / denial

Edited by helix

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I agree, I would much prefer the mechanic stay an aimed projectile that rewards skilled play.

 

It would be nice, though, if they improved the visual on it so you could actually see where your shots are going in order to better adjust your aim. It's in a different genre, but I think Warframe actually does this quite well: https://youtu.be/Kl3kY0u8JXU?t=68

 

Something where it's just enough so that you can see it, but also subtle enough so that you aren't announcing your presence to the entire enemy team.

https://www.youtube.com/watch?v=iIDJtBBfgME

 

Darkfall also has a nice defined Arrow line (Could start a little closer though but after a little bit you can see its travel path easily)


Veeshan Midst of UXA

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