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Arrys.7145

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  1. OK got it no thought went into how this would synergize with the other ranger trait lines despite that being the premise for the need for improvement. Really just a how to make soulbeast traitline stronger independent of any thought of what that does in the larger context., Understand the frame of reference now.
  2. Some thoughts; 1) be easier if you did a master list of powers lost moved and gained following the wall of text to try and figure out whats may have moved or be reincorporated. You sort of gave us the blueprint for a machine I think you have a vision of how that machine runs in your head. So in that regard- Be helpful if you clearly explained what you believe the changes actually would enable the soulbeast to do in terms of expanded gameplay opportunity. How does it open up additional base traitlines (Really does it fix spirits? doubt it) I respect you have a multi dimensional model in your head of how and why it meshes better as that was or sounds like your design objective. Be nice to analyze to that vision and if it is achieved vs just what do I think it does to the builds I play which may not be all good. Now as I translate and read what you wrote currently into my perspective of how the game plays and all the bias' that entails it's clear we see the game and play it differently. But open mind. I've been using vulture on a vaxxinator build sort of fun to play definitely not top of power spectrum but usable hadn't quantified how much of its killing power was vulture vs sharpened or strike damage. Long CD but the build can drop targets. You said this and I thought you know vulture plus sharpened and LB 2 applies a decent stack but whats that really do compared to say the mindless damage of a flame trap. So I figured I'ld check on a heavy target dummy and flame trap 7807 condition damage over 8 ticks +1048 application tick damage for a total of 8855. Using a LB 2 into a warhorn 4 application of vulture to same heavy in same armor configuration but switched from skirmish to WS to bonus poison vs bonus traps (Plus had poison duration rune but no fire duration runes;) - Over 13 ticks 8313 damage and I could only get that also using zephyr. No Zephyr - 6585 in poison damage. So you are correct quite underwhelming as is even limiting to two weapons to apply quickly. Clearly better off moving to a multi trap build and dragonhunter or trapper for controllable on demand damage or escapability than keeping vulture in play. So you have a point things may feel like they play somewhat viably but as usual abilities that share from the ranger to others are underperforming in terms of individual benefit to the ranger. Giving us longer duration is one thing but it is underwhelming so I agree with you the answer lies in increasing benefit for the ranger individually. (Suspect that only happens in any real world scenario by removing sharing) b WS is an important tree but thats a reflection of ease of defensive use and weakness of other base ranger traitlines more than any inherent fault in Soulbeast. I personally think soulbeast improves the other lines by the flexibility the pet utilities add to let us fill in annoying lack of skill gaps. Birds give you all the movement bene's of GS freeing up weapon choice. Can take a stout for significant damage mitigation on active buttons or go root heavy etc.... Soulbeast utilities provide nice bandages for gaps in base ranger play and lack of trait line synergy so in some ways it doesn't expand ranger a ton. Play it trap, sic em, boon it's just a little better than base I think. Of course that could be better itemization more than anything from my first impressions of the game. So interested in your vision of how the your design plays and synergizes and which changes enable those synergies.
  3. More relevant definitions to the profession of ranger.... Range - a large area of open land for grazing or hunting Ranger - a keeper of a park, forest, or area of countryside
  4. We still have OP combo's that are pretty simple to drop and kill targets with. I think the original poster is felling the more mundane nature of ranger damage. We still feel like a weapon class like warriors and thiefs which makes us feel simple which I think is partly the OP's point. Now you can think yourself in circles trying to design a build and chasing synergies you can never quite implement in game chaos. Which is what I think you are referring to. Rangers have more manual synergy to create and because of the nature of our talents can try out some synchronizations that don't work very well - and then you hit something in a sweet spot and it absolutely pwns in one way or another and is pretty simple to run. We have a very powerful toolkit but it has so many variables that can lead to good things, average things and bad. It was built to keep us mobile for the most part which is why axe 5 is so frustrating as are stationary spirits. Hard to juke and jive and implement either into your game and most ranger builds need to juke and jive to stay alive. The common SB power builds but also SB Injector builds drop single targets really really fast and really pretty simply. We do a good job of maximizing value of split stat condition power amulets for damage having active condition application skills that work synergistically with our injection abilities on LB and warhorn and weapons design assists as well. Lets face it [sharpening stone][Vulture Stance] - warhorn 4 to LB 2 messes up an opponents day adding in OWP, Quickening Zephyr just makes it worse. Love the split damage 1k condition/power rune sets.... Thats is zero thinking death dealing(Most targets), challenge is survival between applications. Thing is once you spec out how you play and construct a build that works operating that build is pretty simple (True of all charachter builds in this game but I have residual muscle memory of 32 hotkey setups in other MMO's. This game plays simply - skill increase comes from opponent move visual recognition and adaptation. I'm biased I try playing other classes and they bore me. To easy and I feel disconnected from the game and what my charachter is doing in it.
  5. Persuasive, matches what I'm feeling working through weapon combinations right now.
  6. Miss the days of a DAOC scout with a 9 second shield stun and howitzer LB....
  7. The cat head thing could always be some kind of were warrior as well. Just to tease and confuse folks. Maybe we get double swords...
  8. A thought on stances or potentially other places active passives show up (And something that always bugged me about signets spirits etc) The active passive bene's all feel the same as they act on the players frame of reference. You incorporate a bit of what I will call a reactionary passive within these - Boon corruption when an opponent has boons for example. So you opponents action triggers the passive effect. Might be interesting to build opponent action triggered effects into one of the systems. ie, Sidewinder Stance - When struck from stealth counterattack with X and apply reveal.... Bear Stance - When 3 or more conditions are applied you shake them off spreading them to enemies with 600 and gain fury....ICD z etc... Devourer Stance - When struck by any attack that does more than 5% of your health in damage throw spikes in a retaliatory attack.... Thresholds made up without any balance consideration to demonstrate conceptual model only. That way we have the passives we control and the passives that fit a situation we wanted to manage better as options.
  9. I suspect in Dev Math (AKA balance the game math) a Might proc (Which can theoretically be stolen and debuffed) has a lesser value than a percentage bonus that can't. So go for the proc to not give up more elsewhere. How does a trap end up impacting 3 not 5 - some dev went to the mat for some extra damage or duration or CD timeframe and sacrificed targets that can be impacted?
  10. Not really being negative. it's an interesting thought experiment. The kind which may spark a few ideas for developers and therfore worthy of respect and concept sharing. Unclear exactly how it would change just wanted to add a different perspective into your thinking as you move forward. Rangers LB is largely why every time I play this game I come back to ranger. It's a fun playstyle for me. And fun is my first and foremost... Also effective or it wouldn't be fun. Stacked damage builds only worked well for base condition before vulture stance (And isolated periods of spirit horde dominance). The double condition speed application of current game is very nice. It's just not a way most people try and play despite the jewelery often being 50/50 on damage stat and might having the same impact. Ranger tree's were clearly designed to enable it when you start looking through them but the utilities to really harness it were limited. The synergies needed are there now. however (apparent negatives of your thoughtsperiment to a layered play style): Axe 3 change (Both the freeze and damage of it are beneficial - adds a cripple and different condition effect) Replacing with a same condition effect is a weakening of weapon from layered/condition perspective. No problem capping bleeds need other conditions as covers and triger's of other abilities. Sharpening stones 5 charges not 10 - (Huge change to damage buff stacking) Vulture Stance Deleted? for loser glyphs (Huge change for damage buff stacking) Uncertainties Adding an Ammo system to manage to do power damage with ranged you don't explain it or where?. Changes to LB which would have to result in damage nerfs. Barrage change likely leads to damage or effect limitations. Same barage plus mobile application would be sweet but yeah right. General Philosophy Wise - I like the marksmanship tree. You change it not fully sure how but as it exists. Marksmanship is already a well designed tree that simply isn't easily fit in current meta (Minority perspective perhaps). I've always liked it so I've been playing to find ways to use it. It's designed around 3 damage philosophy potentials and opens up strong utility. It's final line has three playstyles supported - LB Power range (attrition multi target), Ranged/Melee (Big Hit opening strike/reset), Mixed Ranged or Melee layered damage(Predator's Onslaught/cripple triggered). When you forego 200 power off your jewelry a plus 15% damage boost you trigger every opening attack and from barrage, or axe 3 (Chilled), dagger 4 effects etc... Signets have useful effects that aid guaranteed ranged damage delivery and survival and run speed. Opening strike as your spike damage is enabled via resetting. AOE damage builds enabled, blended damage builds enabled...plus utility. good tree. If you invest in it it does define your playstyle or you shouldn't be in the tree. In fact my read of posts is people want a few tweaks to it to justify it back in even more builds. LB is already powerful weapon not a pew pew weapon. At least it can be with abilities synced. Not really places I think rangers have holes that need filling. Enjoyed your thought experiment alot. just adding to the thought mix.
  11. When you die and respawn, reset terrain (New pet availability transition zone) (Highly Annoying). Find the right pet and you have a ranger with 3 extra abilities.
  12. Hate everything that changes how I play ;)..... Would drastically change how the class plays not always for the better IMHO. Really admire the depth of thinking however. Don't agree that LB is just a pew pew weapon. It's a damage layering impact stacking weapon as well as pew pew utility. You can play it in two variations full power Soulbeast boom builds or split power condition stacking core or soulbeast better as you can add on demand poison stacking with a bleeding stack on 2, while using a SB beast ability to add extra cover conditions. LB is a pretty great weapon as is. Has the two largest ways to deliver damage reliably I've found on returning. Boombeast is fun but prefer a splitbuild that drops power and condition damage and takes advantage of longbows/warhorn firing dynamics to rapidly stack multiple conditions with good power damage and then might stack traditionally (Upping condition ticks) or with dragonhunter and trap placement while dodging. Rangers can play power/condition and drop some good damage and have good survivability and utility. Your changes appear to pigeonhole into power or condition which is how most players analyze and play the game currently as thats where they find their meta. Ranger thanks to soulbeast as well as trapper and dragonhunter additions plus the charachteristics of LB (2) Warhorn (4) and even a bit axe (5) in particular really has viable dual damage builds that can put out some high layered damage in perceptually short periods of time. Rangers are in some ways a boyscout class. It's all about the prep and set up. We can prepare damage/defense then drop it all at once in a perceptual instant to our targets (Traps spirits) with some powerful damage add buffs to maximize damage at moment of engagement and then good abilities to avoid and recharge and dodge and evade. Here is a basic soulbeast layered damage build. Play it perma merged in pvp with Iboga. It lays down some quick pain and you can stack might front end or back. opening with LB 5 to sharpening stone/vulture/onewolfpack LB 2 is a boat load of hurt in a very quick perceptual timeframe to a target and it's on engagement so sets initiative for a fight. Also max boosts team early vs waiting for a kill moment when attrition has occurred. Dragonhunter is easy might stacking trapper runes are survival boost. It really keys off the nature of LB 2 or WH 4 to single button apply significant condition stacks to augment the power damage. Of course I'm not bored with current soulbeast/ranger options as I just returned and am just testing them out.
  13. reinforcing your point really. Single focus lines owuld be really bad and marksmanship is more than a power line, thankfully. Marksmanship is a decent defensive line. Signets - movement, regen, toughness, invuln on a pathway to DPS options bow or general damage or big hit damage. Our mixed message weapons make fury and straight damage growth percentages give DPS boosts to condition builds as well and might stacking via crit can get opened elsewhere and benefits condition builds (Giving value to controlled fury spikes). Last line is power strike based line but then strike damage is part of every condition build as well due to weapon design and with predators onslaught modestly beneficial still to a condition build compared to the other two. It's a different build these days that builds signets for defense so the offensive package has time to unload. And signets are pretty good for getting your damage stacked and then getting distance for them to work. Marksman line can have 2 signet of stones to work within. We as players are min maxxers predominantly especially us on message boards along with theory crafters. Specializations appear conducted to enable multiple play styles including those that may not be numerically perfect. One dimensional skill lines would be very bad for game play and enjoyment.
  14. Out of the nauralist theme....? Rangers are a historic and real thing you know. A category that includes people who trapped to survive while living off the land acting as game wardens....to just armed men on a range patrolling between civilization and the lawlessness beyond. So in a magical land rangers having traps that are effectively pit traps with spikes (Yep rangerly not thiefly) Poisoned Spikes rangerly not thiefly. Flame traps give me a land mine please.... Ice traps well ok that one but hey ice axe throw so... Woodsmen as trackers and trappers is the underlying class. Specializes to a druid more naturely view and to ranged archer warriors more game wardenly/soldier view. Seems entirely consistent to me. Frost trap seems more elementalist to me but I will take it. Visual clues in a game with PvP is foolish and health bars would be a disaster. trapping has everything to do with what rangers historically were and even are in a more modern military context.
  15. But then how does one tag everything for the aoe pile of death...... Just levelled a third ranger. LB's extra range adds value for flying through everything and drawing them to a kill point. but then levelling is a cake walk in this game. LB Axe/axe is viable although I prefer the mobility of GS and it's cleave power when levelling.
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