Risk versus Rewards

Risk versus Rewards

in Ranger

Posted by: anduriell.6280

anduriell.6280

Just i keep reading this motto all the time.
Well this does not apply for the ranger for sure.

Our skills that promote skillful play, the ones that force you to smart positioning or smart tactics are the worst designed in game, not only the ranger but in the all game.
Let’s review this:

  • Sword: Sword AA locking you from the beginning. For the ranger melee is even more risk that for a warrior or guardian, we still get a weapon that lock you up in the AA chain and throw you off cliffs. And Serpent strike doesn’t hit the target most of the times.
  • Greatsword: It has a very lacklustre damage and the only skill that do something, the maul, is the most telegraphed and slow skill in game.
  • Most dangerous Game, this trait is supposed to promote Risk Vs Reward thing, still the trait is really badly design mostly getting you killed.
  • Static Spirits, instead promote a dynamic and mobile game with the mobile spirits, so you can place the active skills were they are needed, they forced the place this spirit up that hill or corner that we know the boss/player can’t reach it and forget the actives.
  • Shortbow, being a medium range weapon the damage is very lacklustre compared to the Longbow. And the longbow is not exactly a DPS weapon either.
  • Axe main hand another medium range weapon that really pales compared to the long range weapons.

So as close a we get to the target, thus higher risk, the worst our skills and weapons choices get.

And this is just of the top of my hat, i’m sure there are so many more examples.
Could you think of more examples to call that motto BS?

I TOLD YOU SO
Inverse to Apple: SBeast is the worst yet.. jurl jurl
I’m all in for Team Irenio!

Risk versus Rewards

in Ranger

Posted by: Tragic Positive.9356

Tragic Positive.9356

Wyverns.
Only Electric Wyvern has a use in PvP for safe-stomping or in PvE instant CC against break-bars.
Risk? Being utterly useless including the F2 ability that will miss regardless – meaning even the reward you could have had will result in zero.

The whole Astral Force mechanic.
You need to have you and your team killed just to be able to fill up the astral bar. In like … 15 seconds. If you get downed – you can start all over.
If you compare it to the damage mitigation of Elementalist, there’s no discussion. They don’t risk anything at all.

“Observe, learn and counter.”