Hello,
As we see some healthy possible changes coming for Ranger class in following months, and as Devs ask for suggestions, I thought that I’ll compilate my thoughts from multiple threads into one. This thread will be expanded in future.
General
Ranger class is pretty unique as it is, because of Pet mechanic bounded to us. I find it very interesting and working in other MMOs as well.
Please be not surprised I take some suggestions from other games, as we shouldn’t ignore things that work and do not implement them somehow into game because they’re too “mainstream”
However couple things, especially about pet feel very cheesy, easy-mode and too much RNG/AI based for such dynamic game that pretends to be an e-sport qualified.
About pets: They should dodge at the same time ,as evade, as we do and we should be able to bind one more of their special abilities, like charge for Boars, Web for spiders, leap for Wolf etc…
1. First and main issue is AI based gameplay.
I do like the idea that we do our damage via both Character and Pet. However, as AI of NPCs isn’t that great, I can’t stand the fact that pet takes 40% of our damage, doing with it whatever it wants and acting not as part of class, but some random helper.
In my honest opinion, without speccing for pet, it should do about 15-25% of our damage and speccing, traiting for it it shouldn’t be more than 40-55% of total damage provided by class.
Why? Beacuse at the moment overall AI of the game is very passive. For ranger, it’s huge deal, because our pets tend to miss attack most of the times and if they do hit, sometimes they do much more damage than player himself and doesn’t even require him to be active, he can also run away, which is extremaly cheesy, unbalanced and unfair. It applies also for Mesmer Phantasms, and Necromancer Minions (where minions are minor problem as they don’t do that much damage)
Moving on, I’d like to introduce couple things, making Ranger play way less passive, more skillfull, interesting, smooth and balanced. They of course are lacking in design so feel free to adjust them, make suggestion, et cetera, et cetera…
I. Weapons
Keep in mind, damage should be adjusted after pet balance, as it stands above!
a) Longbow
After adding stealth, it got some improvement, however, it still sucks.
#1. Long Range Shot - Remove range requirement. Same damage for all ranges.
If you’re under effect of stealth, or targeted foe is immobilized, stunned or knocked down for more than 1 second, Long Range Shot shifts into:
Steady Shot (1.25/1.50 cast time) which does 250% normal Long Range Shot damage if moving and 325% normal damage if not moving during entire cast. If Steady Shot hits target which is no longer under effect of immobilize, stun or knockdown, it has 20% lesser critical chance and critical damage. Steady Shot has 5 seconds internal cooldown, during the cooldown you fire normal version of Long Range Shot.
Descreption: So, yeah… Range requirement may be cool on paper, but in dungeons and with meta where any class can close the gap in no time, multiple times, it just makes LB basic attack worse and worse. I think attack speed is kind of okay. Moving on to Steady Shot- it’s something that I feel many people were asking about. Let’s be realistic – people like high numbers, everyone likes. So here it comes, tricky way to implement it into the game without messing up with other Longbow skills. Skill which require either stealth or CC to proc and land. Remorseless trait with Steady Shot is obvious combo, as with 25 minor MM trait it’d guarantee crit with this skill whenever you attack from stealth, already implemented into Hunter’s Shot. Other way to perform Steady would be to CC your target. #1 would switch to Steady Shot right after you gain stealth from any source or target is under effect of things mentioned above. Keep in mind, damage is reduced if target breaks the effect and you get normal version of skill right after CC or stealth expires, however, you still perform casting skill if you start in before.
#2.Rapid Fire This skill is kind of nice, however, it shouldn’t follow target in stealth as other channelings shouldn’t. Cast time reduction by 1/2 second or 1 would be welcomed improvement.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)