Solace MUD Official Forum

Solace Development => Ideas => Topic started by: deda on November 16, 2009, 12:15:46 am



Title: rangers
Post by: deda on November 16, 2009, 12:15:46 am
been dabbling in rangers so I noticed a couple of things:

- they lose three movement points per room in forest, same like everyone else
- they are only pure fighting class with no recovery
- useless skills: skin, flank, tailored skins
- and most of the time - animal call

ideas:
1. since they are so attuned with wildlife, they should lose no more than 2 movement points per forested room

2. could give them recovery and remove one/both pets, and they can have only one via manual

3. remove completely skin/flank/tailored skins




Title: Re: rangers
Post by: arre on November 16, 2009, 12:34:19 am
good idea

my points:

- flank can be used;
- knights too have no recovery..it is done purposefully.
- ranger without pets, and with recovery, already exists, it is warrior.

other then that, it's fine.


Title: Re: rangers
Post by: Arjugha on November 16, 2009, 12:40:08 am
Yap, i did offer to Habbakuk to give to rangers Pathfinding skill ala Carrionfields.


Title: Re: rangers
Post by: deda on November 16, 2009, 12:47:47 am
good idea

my points:

- flank can be used;
- knights too have no recovery..it is done purposefully.
- ranger without pets, and with recovery, already exists, it is warrior.

other then that, it's fine.

aree, you seem so smart about everything so please tell me WHEN rangers use flank? Also, knights have no recovery but have numerous powers, outcasts have numerous spells, what powers/spells rangers have?

instead of recovery, maybe make ranger barkskin work same way like druid without any changes in resists/ ac...

also, I heard that you managed to slay Avari 6 times and he was a ranger in the camp... doesn't that say anything to you?


Title: Re: rangers
Post by: arre on November 16, 2009, 12:54:44 am
same situations, when knights use flank.
the fact you had never use it doesnt mean it is useless.

As for Avary instance, it shows differ between more and less experienced players, not classes advantages.  All fights were not in forest. And, the mentioned Avary, kicked my other character (cleric) ass as a piece of cake.

The fact rangers are powerhouse nowadays is proved by quantative ratio of rangers in camp to other classes.


Title: Re: rangers
Post by: Kontis on November 16, 2009, 02:15:31 am
Flank - pretty useful sometimes.
Skin - relatively useless. Maybe at higher levels (or from some corpses) should make a burn-proof sack.
Tailored skins - I'd rather propose to make them better.
Animals - are you kidding? Any defensive ranger is relying on them more than on himself. Of course, tame would be more interesting than animal call, but anyway it is one of their defining skills.

Recovery - well, they do lack it, but are still very dangerous for most fighter-like classes, so adding it would require to nerf something else.


Title: Re: rangers
Post by: moq on November 16, 2009, 11:33:14 am
make better chances on animal call to improve or liberalize conditions for manual of the wild


Title: Re: rangers
Post by: omledufromage on December 29, 2009, 05:44:38 am
- I used to use flank a lot. It is very usefull in clan battles.
Animal call is nice, don't take it away.
Skin and Tailored Skins have nice RP use, but I agree they are useless as skills.
Recovery - don't see the need for it... specially if it is going to nerf something else.
Would be nice to not use so much movement while in the wild.


Title: Re: rangers
Post by: omledufromage on January 18, 2010, 12:11:36 am
By what I'm seeing with clan battles and stuff... rangers really miss disarm. Not having disarm makes flail specialization a "must-have", which I don't think is correct...


Title: Re: rangers
Post by: Vasq on January 18, 2010, 01:11:03 am
Anything else? Maybe cleave?

Want to disarm - use flails. Don't use flails and want to disarm - play as warrior.


Title: Re: rangers
Post by: bluesky on January 18, 2010, 02:26:13 am
Or chemosh cleric, they are also good in disarm. Or transmuter with stag.


Title: Re: rangers
Post by: omledufromage on January 18, 2010, 02:57:46 am
Vasq, it's a simple matter of balance. One specialization should not be better then another and period.
"Another thing?"
Yeah, you know your finger? Stick it up your *ss, but not before you use it to clean your ears.
I explained why I suggestid this, and you simply ignored. Do I have to repeat everything for your retarded brains to understand? I mean, dude, how old are you? Nine?


Title: Re: rangers
Post by: Vasq on January 18, 2010, 11:11:28 am
What balance are you talking about? Ranger are strong enough already. Just learn to play each class and don't whine about it's underpower. Or I will start whine topic about necromancers :)


Title: Re: rangers
Post by: Raider on January 18, 2010, 07:19:55 pm
forcing rangers into flail spec is wrong.


Title: Re: rangers
Post by: zondra on January 19, 2010, 01:22:57 am
i guess i was gone when rangers were stripped of disarm. any reason to why? i don't see why they shouldn't have it.


Title: Re: rangers
Post by: deda on January 19, 2010, 02:33:09 am
what's the point in rangers having disarm? it sucks too much as it is. For all my fighters with skill and weapons mastered disarm failed 3/4 or 4/5 times... that's 5-6 rounds + lag per fight. disarm chance should be improved. hell, chemosh cleric has more chance of disarming than a warrior.


Title: Re: rangers
Post by: deda on January 19, 2010, 02:50:59 am


The fact rangers are powerhouse nowadays is proved by quantative ratio of rangers in camp to other classes.

forgot to reply this: there were and are so many rangers in the camp because of camo, not ambush+outrage combo.


Title: Re: rangers
Post by: omledufromage on January 19, 2010, 08:09:09 am
I'm actually fine with disarm being difficult. It would be totally crappy if dirt-disarm turned out the ultimate fighting combo to win battles and steal weapons. I would only play assassins from there on, or fighters with hand-to-hand spec, or alterers.  ;D
Nope, I don't think disarm has to be improved. I just think they should be a small chance for rangers who do not have strip weapon. Nothing overpower, especially since most rangers chose flails. It comes down to what Raider said:
One specialization being clearly stronger then another is just wrong.


Title: Re: rangers
Post by: Vasq on January 19, 2010, 08:13:47 am
I think necromancer must have disarm too! Or lash, like in CF.


Title: Re: rangers
Post by: omledufromage on January 19, 2010, 08:20:47 am
Yeah, sure, if you really think that, share your opinion, I don't mind. If your just mocking my ideas. Then again, i ask you, how old are you?

About necromancer having disarm... I don't see how it would make much of a difference for them. It's not like they would stop casting cone of acid to start trying to disarm. And they can pretty much disarm already, and with high rate of success, by casting plague, poison, and weaken.


Title: Re: rangers
Post by: n00b on January 19, 2010, 08:44:41 am
meanwhile it is really easy to check.
Parse player base and get statistics for ranger class.
Levels, specialization, clan, etc. Get famous ranger. 20-30 minutes and it will be clear that there are no really good rangers with sword specs.

It is like WoW team worked. "over 90% mages get instant arcane explosion. means AE is almost useless without instant cast. Let us make AE instant and put another talent in this slot".
Something like that.


Title: Re: rangers
Post by: bluesky on January 19, 2010, 05:50:29 pm
what's the point in rangers having disarm? it sucks too much as it is. For all my fighters with skill and weapons mastered disarm failed 3/4 or 4/5 times... that's 5-6 rounds + lag per fight. disarm chance should be improved. hell, chemosh cleric has more chance of disarming than a warrior.
if you want better disarm chances, take strip weapon. It is the best disarm thing in the game in my experience.
Black metamorphosis is highest rank chemosh cleric empower... of course it should be powerful...