I think it would be better for the game to completely rework how range in the game works and gets calculated for our Classes.
Instead of limiting the range of a Weapon just only based on the Weapon we use as either Ranged Weapon or Longrange Weapon or Shortrange Weapon, the maximum Range we have with a ranged Weapon should be more influenceable by us players to become part of our build for our character.
Having different max ranges with our builds should be a part of the strenths and weaknesses of a character build and as thus ultimately part of class balance.
The Max Range we have with a ranged weapon in the game should become more influenceable through multiple diffferent ways.
1. ) Through Sigils and Runes. There should exist more Runes, that can/should increase the range of our Skills by percentual means like “Increases Shortbow Skill Range by 10%” or as an Effect of a Rune Set’s Rune Effect 6, where there stands then that if you get increased Range of 100-300 Points towards your ranged Weapon Skills (including Leaps), as a direkt more point orintated increasement of range instead of a % based.
2) Through Traits. We have really not much traits, that influence the range of our Skills. I think this should change a bit, so that Traits should play a slightly stronger role in the future to have influence on skill ranges
3) Lastly and but mostly should in first line influence Attributes the maximum range of our skills based on either Power, Concentration or Precision between which all Weapons would get seperated into.
Shortbow and Longbow for example would be power based Weapons, as you need power to draw the bow to its fullest possible tension level to reach maximum range with it
Pistol and Rifle instead are precision based weapons as they require no power, but precision to aim with them to get better range, cause pistols and rifles are mechanic weapons where your physical power has no influence on them.
Scepter & Staff are concentration based weapons, whose range gets affected by the amount of concentration you have to get more range with your skills bonus on top of the minimum values
all Weapons, which are ranged or provide ranged skills should get these skilsl separated between beign either a power or precision based ranged skill to decide, which of those two attribute positively influences your maximum range you can reach with this skill.
All Ranged Weapons should begin with a specific Minimum Range and each Weapon should receive different influence factors of how strong the corresponding attribute boosts the max range of the weapon.
Minimum Range of Scepter, Pistol and Shortbow is 750 Range when you begin the Game at Level 1.
At Level 80 with Base Attributes would be the Minimum Value then 900.
With a Sigil that boosts the range by 10%, then 990.
With a Trait together that boosts it by another 15% it would be 1125
Add on top of that a Rune Set that can boost it by fix 300 Points, youd have maximum 1425 Range
And if you use a build, that is focuseded on buffing your range affectign attribute forther above you could influence in combat your max range further.
But the same could do players with Leap/Teleport Skills to close quicker the higher gaps as well.
Weapons like Rifle, Longbow and Staff would begin with a minimum value of 900 at Level 1 and woudl have a Minimum Value of 1200 at Level 80.
With Sigil/Trait Combo +25% you’d have then 1500 Range
With Rune Set Bonus then 1800 Range andcould be further increased if you boost said attributes higher in combat with and focus on the attirbute, that increases your range, so that a longbow player for example could scratch with a high power build on the 2000er range as max
As a counter balance the the velocity of ranged skilsl woudl get affected as well by attributes then, but just with the other attribute.
The Velocity of a Precision Weapon would get affected by the Power of a Character. So if you have a higher power value as rifle user, than an other player, your rifles bullets will fly faster than the bullets of the othe player with lesser power.
Also here again should exist Sigils, Traits and Rune Set Effects, which should affect this more in the game.
The Velocity of a bow weapon would get enhanced by Precision.
And the Velocity of Scepters/Staffs would get partwise increased through Power and Precision in a 60/40 way hybrid setup with more focus having power on the velocity.
Then there are niche range skills of shortrange weapons, like Axe and Dagger.
These Skills and their ranged skills would fall under the categories like this:
Axe = precision based ranged skills
Dagger = precision based ranged skills
Sword = power based ranged skills
Mace = power based ranged skills
Torch = concentration based ranged skills
Shield = power based ranged skill
Warhorn = concentration based ranged skills
Focus = concentration based ranged skills
Greatsword = power based ranged skills
Hammer = power based ranged skills
Spear = power based ranged skills
Harpoon Gun = precision based ranged skills
Trident = concentration based ranged skills