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Ranger in dire need of 1v1 QoL

goodsoloniusgoodsolonius Member, Alpha Two
edited April 4 in Ranger Archetype
I don't think ranger has a single favourable matchup in the open world. Some are laughably one sided (rogue, fighter) and others are a 50/50 at best.

Ranger does not really have access to range, nor do they have access to the mobility required to kite any of the classes in the game.
They only have one semi-reliable control skill (and one wildly unreliable trap). The silence takes too long to be used, and is very clunky. You can be waiting up to 5 seconds for the silence to hit sometimes.

The only way to win a 1v1 fight seems to be to basically cheese a snipe from stealth and go for the finish before they have a chance to recover initiative.

It's tremendously disappointing to see a new class like the rogue be introduced with basically zero vulnerabilities and all of the attack options in the world, and see older classes like the ranger (which just received a very mild "rework" - i.e. significant nerf to marks and the addition of barrage 2 and power shot 2) be left completely in the dust.

Comments

  • VeeshanVeeshan Member, Alpha Two
    They also spend there entire time basicly in walk animation or stationary :P (feels like a spell caster more than a ranger)

    Rogues play more like a ranger when you focus them with a short bow, charge a target with feign hit them with a lacerate acrobatice strike or kick them and then get range again with feint again with the dodge back passive and then shoot them with shortbow/range ability, caltrops also feel so much better to use than the current root we have which somewhat feel clunky

    Personaly i would give rangers
    - a quick gap closer like rogues feint that has a different melee attack if in melee range (CD resets if they have x condition on) so you get lunge skill that resets allowing for a melee attack
    - a quicker disengage like rogue feint disengage (maybe a little further jump back)
    - 1 more melee skill of some kind
    - a passive bow mastery that reduces/removes movement penalty on attacks when a shortbow is equiped or additional range when longbow is equiped
    - Change vine field to work like caltrops mechanicaly and remove the root on it (too op in large scale) however have it give a ranger exclusing debuff thats prevent mobility skills and dodges being used while inside it, add a passive to it bramble vines that makes targets take addition damage while moving through the root field (kinda like how caltrops do dmg when somone walks over the individual caltrops)
    - then rest of the skills your standard range atacks
    - should consider giving a passive to reign of death to be a line base aoe that does more dmg than the cone variant imo too
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