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Imbue Ammo:

ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
up to this point the imbues have always been mediocre but acceptable as we could take them and then respec the talent point, however with the recent patch that prevents us from respecing out of the weapon Imbue's i think it would be great if we could get some better Imbues

right now we have, a snare, a bleed, and a cast speed debuff

on paper these are decent, but the issue is, we get all 3 of these skills as passives on our weapons already, ranger's entire skill tree is sort of disappointing and i think that it would be great if we could get something more interesting with our ammo imbue's, maybe some sort of aoe or stun or something that we won't have already as a passive on our weapon skill tree's

will definitley update this with some examples when i think of some but if anyone has some good thoughts, please leave below :) what would you like to see?

Comments

  • ShabooeyShabooey Member, Alpha Two
    I'd like to see one that Wounds but have a new effect (not sure if wound has a 5 stack debuff) but something called like trauma where after 5 stacks of wounding it affects healing dealt and received, so we could go after those Clerics.

    I like the idea of a big stun, call it air burst or something.
  • VeeshanVeeshan Member, Alpha Two
    I wanted to see them effect other ranger skills so if u have X ammo skill does x bonus but if u have y ammo it does y bonus effect

    atm u just take one and use the the other on weapon skill or u take concussion arrow for daze, then short bow and use snare as first finisher, bleed as the extended finisher and have all 3 at once
  • ShabooeyShabooey Member, Alpha Two
    Veeshan wrote: »
    I wanted to see them effect other ranger skills so if u have X ammo skill does x bonus but if u have y ammo it does y bonus effect

    atm u just take one and use the the other on weapon skill or u take concussion arrow for daze, then short bow and use snare as first finisher, bleed as the extended finisher and have all 3 at once

    I agree, said in previous posts we need more synergy between the Ranger kit.

    The ammo types could just be like the finishing touches to your build, if they go with your suggestion, just to top it off which would be fun. Wouldn't be against having them do something different either. Think there's definitely scope to play about with these for IS.
  • VeeshanVeeshan Member, Alpha Two
    Shabooey wrote: »
    Veeshan wrote: »
    I wanted to see them effect other ranger skills so if u have X ammo skill does x bonus but if u have y ammo it does y bonus effect

    atm u just take one and use the the other on weapon skill or u take concussion arrow for daze, then short bow and use snare as first finisher, bleed as the extended finisher and have all 3 at once

    I agree, said in previous posts we need more synergy between the Ranger kit.

    The ammo types could just be like the finishing touches to your build, if they go with your suggestion, just to top it off which would be fun. Wouldn't be against having them do something different either. Think there's definitely scope to play about with these for IS.

    Synergy between the kit is my biggest issue too especialy after playing fighter which has so many skill cross over with eachother so u get muiltipul chain/combos you can do
    Ranger have like 0 right now.

    Personaly there a couple thing i wanna see with rangers
    1 Change bow mastery passive to apply to all ranger skills currently only takes 3 sec off the CD of barrage/scatter shot when u do a finisher and with rangers cooldowns being twice aslong as everyone else it seems this would help with the cooldown while making them feel different from a mage since weaving in full auto attack combos to drop cooldown will make it play different from a mage which is very similiar to the ranger
    2 Add some synergy between skill an easy one atm is remove omievade and make that default then replace that skill with a passive that makes your next snipe (or casted skill) half the cast speed. this starts to add some combo to the ranger kit and make snipe more practical to use in combat and there is coutner play by opponent by using block after a ranger disengages to predict the snipe coming to drops it dmg down.
    3 and tweak the ammo to alter some skills in the kit to make the 3 ammo types play somewhat different from eachother

  • ShabooeyShabooey Member, Alpha Two
    You've made some really good points that would definitely improve the Ranger, as has OP, been really interested in reading both your suggestions for the Ranger.

    I really want to see some synergy, let us more easily hit the combos like other DPS classes do.

    I think they've been building the kit around the Marks and Hunts, but let us use the Marks more, a 60s cool down just feels really bad, basically using it with a Snipe opener and that's about it to be honest. I'd like to see it changed to allow us just to apply the Mark on an enemy until they're dead or cleansed, might have to change some stats on them or something but think it would greatly improve the identity.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    Shabooey wrote: »
    You've made some really good points that would definitely improve the Ranger, as has OP, been really interested in reading both your suggestions for the Ranger.

    I really want to see some synergy, let us more easily hit the combos like other DPS classes do.

    I think they've been building the kit around the Marks and Hunts, but let us use the Marks more, a 60s cool down just feels really bad, basically using it with a Snipe opener and that's about it to be honest. I'd like to see it changed to allow us just to apply the Mark on an enemy until they're dead or cleansed, might have to change some stats on them or something but think it would greatly improve the identity.

    It feels extra bad that marks can miss haha, I think if something is sold as marking a target for death and has such a long CD it definitely needs some better gameplay, a cool one would be something like ' target can't receive healing whilst marked'
  • ShabooeyShabooey Member, Alpha Two
    I had no idea it could miss haha shows how much I've used it or been really lucky.

    So the 3 are, crit chance, dmg and mit reduction, definitely could make them more interesting to use, like you've suggested. Would be good to have one that reduces their dmg against you or something, would give us a little more survivability.

    Also absolutely agree, if it says "marked for death" make it so they are indeed marked until death.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    Shabooey wrote: »
    I had no idea it could miss haha shows how much I've used it or been really lucky.

    So the 3 are, crit chance, dmg and mit reduction, definitely could make them more interesting to use, like you've suggested. Would be good to have one that reduces their dmg against you or something, would give us a little more survivability.

    Also absolutely agree, if it says "marked for death" make it so they are indeed marked until death.

    It does not miss alot but very noticeable on targets higher level than you.

    Imagine a mark that explodes after 8 seconds if the target is not above 50% hp or something, there are so many good options lol
  • ShabooeyShabooey Member, Alpha Two
    edited November 18
    Think they could also look at traps, would be cool if one trap option could be to throw 2 traps a few meters away from eachother which, if the enemy triggers, and give it a wide-ish aoe, where the first trap staggers and the second stuns or something. Would help us have some defensive abilities.

    Seems like there's lots of ways they could beef up the Ranger, exciting to see what they do with it as I really really enjoy playing the class.
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