Depraved wrote: » archer > mage in damage btw also, balance you know..it would be too op if the ranger could shoot everything while moving at the speed of light.
Depraved wrote: » ranger one shots ppl in pvp at higher levels, how is it lackluster? ?_? mage = more aoe ranger = more single target u just want him o shoot faster and do less damage but complain it cant keep up with the mage's damage. what?
ralangorf wrote: » SAID it will be the second most mobile and what IS the most mobile are two different things. Utility is included in that assumption and I'm giving feedback on play experience. It's not the most mobile right now. Also if you've engaged in higher lvl pvp you don't auto that often in big groups or singles. Your pressing abilities majority of the time or situationally dodging. Autoing is not that amazing rn. So again from a fantasy perspective you lose that entire part. Your just casting every ability. I don't know why you feel the need to defend an archetype being identical to another. The entire point of this game is to create and distinguish nuisances to the classes. Just saying "it has better single target DPS" which currently isn't true in game. Will not cut it to distinguish it. Also unless numbers are giga pumped up. They're in a trashcan spot. And I don't think they should giga buff them. They need design improvements around their kit. Not just 50% inc dmg to all abilities.
Githal wrote: » ralangorf wrote: » SAID it will be the second most mobile and what IS the most mobile are two different things. Utility is included in that assumption and I'm giving feedback on play experience. It's not the most mobile right now. Also if you've engaged in higher lvl pvp you don't auto that often in big groups or singles. Your pressing abilities majority of the time or situationally dodging. Autoing is not that amazing rn. So again from a fantasy perspective you lose that entire part. Your just casting every ability. I don't know why you feel the need to defend an archetype being identical to another. The entire point of this game is to create and distinguish nuisances to the classes. Just saying "it has better single target DPS" which currently isn't true in game. Will not cut it to distinguish it. Also unless numbers are giga pumped up. They're in a trashcan spot. And I don't think they should giga buff them. They need design improvements around their kit. Not just 50% inc dmg to all abilities. You seem too engaged with WOW Hunter class. But WOW is balanced around PVE. The PVP there is Sh*t. The last expansion where the pvp was good in wow was WOTLK. And in this expansion the Hunter's dmg in PVP was dependent on the armor. You could be hitting an afk DPS paladin or warrior, and you will need good 2 minutes to kill an afk target. Ofc they did high dmg to low armor targets, but their whole role there was anti casters. AOC is taking different approach. and assigning the Ranger different Role. This means different design of the class.
Dezmerizing wrote: » (ranger main here!) So I definitely see where you are coming from regarding the "playing mage but with a skin"-feeling. I agree that being locked in animations leave you in a very vulnerable position, and I do believe that is the intentions behind it as Steven has been quoted saying that they want "rangers to optimize good positioning." I believe this could be resolved by making the difference between shortbow and longbow bigger. Considering ranger seems kinda locked to bow gameplay since our abilities specifically requires those weapons, making the two different bow types invite to more varied gameplays feels kinda... well, mandatory. I imagine that they could make it slightly similar to the GW2 take on longbow vs shortbow - shortbow has much less range and attack much faster (and is more DoT based), as well as being very mobile with their abilities.... Meanwhile, longbow could keep this "heavy hitting" fantasy with longer animations and cast times, but also greater range and bigger numbers. As I am a ranger main (I only tried the bard briefly), I am not quite sure how "locked" other classes are into their weapons; but since ranger specifically requires a *BOW* for many abilities, they are very much soft-locked from many other weapons. I am not really too happy about that in general as a ranger in my opinion should have viable melee options (again, GW2 did everything right here); but at the very least they should make sure that the shortbow and the longbow feels and plays differently so that all rangers dont get shoehorned into being a sniper.
ralangorf wrote: » The class fantasy of the ranger from what I can recall in the showcase is that of legolas and the pinnacle ranger archetype from mmos. What we have and are seeing is far different from that. Let me explain: almost all abilities require cast times and or charge up times. This has three significant effects on gameplay and class fantasy. Gameplay Issue 1: charging abilities leaves you in a vulnerable/interruptable state. Even while being able to move Gameplay Issue 2: charging abilities provides perfect information to your opponents allowing them to make quicker decisions based on you charging. Since you have few non-charged abilities. Mobility becomes king. Another area the ranger lacks in but well discuss that in a second. Class fantasy issue 1: the fantasy is to be slinging arrows and firing snipes. Now for snipe it should be charged. But for everything else why am I casting my abilities? I'm not a mage. I do not "cast" or "charge" up my abilities. This feels like playing caster with a ranger skin on top of it. the fantasy was to press a key and fire an arrow. Press one more and fire another specific arrow. This consistent charging slows down gameplay and groups Archer with the mage as a competitor rather than making it it's own archetype. This leads into the worse gameplay issue... Gameplay Issue 3: Archer even at equal gearing due to mobility and utility issues is less desirable than mage overall. You only need a few or one for their passive abilities. And then they become worse mages. Mage has better movement and survivability abilities. Better damaging abilities that multipurpose as aoe. bonus gameplay issue: scatter shot is one of your best abilities damage and AOE capability wise and it requires significant charge up and also has a directional issue as well as a MOVEMENT PENALITY. You are jolted backwards on release making it more difficult to engage effectively. This should just flat out be removed from the skill along with the charge time. Suggestion: remove majority of the charging portions from arrows. Thundering shot or whatever shouldn't have a charge time. Neither should majority of the other abilities. To compensate tone the damage down slightly if need be. But the class fantasy is not there right now. On a balance perspective of dmg Im not going to pay it mind. Even if a Archer to be better if still will just play like a caster.