Welcome, fellow Rangers! For the feb.17 CDI \ Ranger devTopic, here is my updated version for the ranger class mechanism. After 1600+ hours spent using the class as main, I find all of this to be a suitable replacement. The following modifications may seem radical for some, but I believe this kind of design is the way of this Next-Gen era coming up, and at least it really worth to imagine.
Please provide your feedback below, I would like to know everyone’s opinion who hasn’t been satisfied with the current state.
Let’s get started! Let’s see what the class descriptions says;
Rangers are flexible and durable – proficient with the bow, yet surgical with the sword. They rely on a keen eye, a steady hand, and the power of nature to slay their targets. Their loyal pets, which rangers tame and train, distract enemies while the rangers strike safely from a distance. As an adventurer profession, rangers wear medium armor. Rangers are masters of their natural surroundings, and use a versatile set of skills to hunt their enemies. The rangers are also accompanied by their trusted pets, fighting in unison with their own set of pet skills to pick off their enemies one by one. Their unique attribute provides a Pet Attribute Bonus.
[Flexibility]
For first, I would highlight the core component of this overhaul.
Thieves have nice initiative points, which basically just reloading mana.
Rangers may need something same special but unique; The best alternative seems like to have “Endurance” or “Stamina”, which works the same way as initiative points, but can be used for dodge multiple times. It can be 10 or 12 points, or a redesigned endurance bar, where our actions cost % percentages of our actions. It’s may 2 barrage, or 10 continuous dodges. At the end, we’ll be nearly in the same situation as thieves. They’re killers, we’re hunters. The only difference I see is that we supposed to kill beasts/monsters in the first place. + less dark style.
Longbow: Basic war tool
- Long Range Shot – 0pt – Shoot your foe from long range (1400). Stable DPS. Casting time 0.10 – 0.75 depending how far your target is! The closer you are, the more risk you take, the more dmg you can deal.
This is realistic, and would make a very nice challange for everyone. Stay behind safe and work normaly or deal with the risk of being killed but deal a little more because of ROF. It would also help hunters to not being primary hunted… - Rapid Fire – 4pt – Same as now, 1200 range. Only difference is to make it casting faster, so the applied vulnerability & damage can go more like Boom or Waste. Requires bit harder decision to risk, but also more rewarding and power representing.
- Hunter’s Shot – 3pt – Complete change based on buffed Mercy Shot: Fire a shot that strikes for more damage the less health your target has. 5s protection if target has above 75% HP.
- Point Blank Shot – Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back. +5 sec of stealth applied. 10 sec if target hit from the behind.
- Barrage – 5pt – No changes, I feel good as is.
Shortbow: Flexibility skirmishing on closer range
- Crossfire – 0pt – No changes
- Poison Volley – 4pt – Fire a spread of five poison arrows that bouncing. Time stacks on multiple hit, not intensity. It improves usage on less targets available.
- Quick Fire – 3pt – Fire a quick shot in an evasive retreat. Gain swiftness if the shot hits. This can be used while retreating.
- Cripping Shot – 3pt – No changes
- Concussion Shot – 3pt – No changes
Greatsword: Mass skirmishing, brute force.
- Slash, Slice, Power Stab – 0 pt – No changes. Bit more powerful animation I suggest.
- Maul – 3pt – Now Applies Knockdown!
- Swoop – 4pt – Evades on swooping, applies crippling.
- Counter, Throw – 1+2pt – Throw applies knockdown. (logical)
- Hilth Bash – 4pt – bit longer daze.
Sword: Elegant duelist style.
- Slash, Kick, Pounce – 0pt – No more stick on target, but pounce still leaps some toward the target.
- Hornet Stick, Monarch’s Leap – 3pt – No changes.
- Serpent Strike – 3pt – No changes, but should be more mobile like swoop.
- Dolyack Kick – 4pt – Kick your foe back a little. Interrupts.
- Ground Marker – 4 pt – Stabbing the ground, applies random trap on your place.
- NEW slot 4 & 5 skills are only is no offhand weapon equipped; more diversity & realistic combat.
Axe: Used for hard skirmishing, axes swing as daggers in the hands of a thief.
- Richochet – 0pt – Now works like the Sword autoattack with minor changes. No idiotic throwspam lol!
- Splitblade – 4pt – Works the same kitten Poison Volley, but bleeding.
- Winter’s Bite – 3pt – No changes
- +OFFHAND Path of Scars – 3pt – No changes
- +OFFHAND Whirling Defense – 5p – No changes
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”