Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Ranger Ability Feedback
Snipe
The problem - You do more damage basic attacking over 3.3 seconds while also being able to move. It is also so telegraphed that anyone can properly roll it.
Proposed changes -
Keep the ability at 400% damage, but add a bonus 150% if the targets health is at 90% or higher. Increase its range to 40 meters as well. Mark prey would also need to be 40 meters to match this ability.
Reason for changes - Snipe requires a ranger to be too close to the fight to truly have an impact. I think ranger should have a class idenity as a target opener and finisher with low dps output to targets between 30% and 90% hp but high damage to targets outside of that health range. This fits into the current support, cc style dps identity, and allows it to differenciate itself from mages.
Remove hasting snipe, and change it to Accurate Snipe- Accurate snipe always hits on targets beyond 20 meters even when dodging but cannot critically hit.
Reason for the changes - Hasting snipe doesnt affect the snipe skill itselfs gameplay only the skills you use after it. This change forces the player to decide is they want to have a counterable but large critical hit burst on full health targets on heartseeking snipe, or consistent reliable damage with accurate snipe.
Thundering Shot
The problem - Explosive Thundering shot is a strange choice for improving the skill and does little to help the class idenity of being a utility and support focused dps. Instead this is just doing minor chip damage (25%) to a few targets.
Proposed changes -
Change explosive thundering shot to silencing thundering shot. Silencing thundering shot will silence targets within 5m the initially dazed target , but its damage is reduced to 100% physical damage.
Reason for the change. Rangers need to be a utility class with less damage output to targets between 30%-90%
Bear trap -
The problem - The ability is clunky by its baseline design and can be improved to assist with rangers struggles in 1v1 or small scale combat.
Proposed changes - Make Trapslinger baseline, and add a new skill called Wounding Trap. Targets caught in the trap gain 3 stacks of wounds.
Reason for changes - Make the game feel more fluid to play at its baseline, and give the ranger more debuffs on trapped targets which will greatly improve their utility focused gameplay.
Headshot -
The problem - Damage window is a bit too large on the ability making it difficult to justify higher damage.
Proposed changes -
Headshot - Now deals 100% weapon damage to targets above 30% health, and 150% to targets under 30% health. It no longer stacks wounds since traps do that now, and does a additional 10% weapon damage for each wound stack on the target.Physical penetration for dazed and silenced targets would remain unchanged.
Mortal Headshot - Headshot now consumes focus to deal an additional 1% weapon damage per focus.
Reason for Changes - Headshot should be a high impact ability and by reducing its ease of use to smaller windows its damage can be higher. The class also needs more focus spends and its perfect to spend that resource on an execute style ability.
Disengage -
The problem - Ranger struggles to properly kite opponents and has lower survivability than all other classes.
Proposed changes -
Make omnidirectional disengage the baseline.
Replace omnidirectional disengage with bolstering disengage. Bolstering disengage grants the ranger 15% of max health as temporary health for 8 seconds, and grants the ranger 30% movement speed while the temporary health holds.
Reason for changes - Omnidirectional disengage feels better to use than the default. Small scale combat is very difficult for rangers to survive, and giving them the ability to kite and have extra hp will assist with that. The counterplay is to quickly remove the bonus health.
The problem - You do more damage basic attacking over 3.3 seconds while also being able to move. It is also so telegraphed that anyone can properly roll it.
Proposed changes -
Keep the ability at 400% damage, but add a bonus 150% if the targets health is at 90% or higher. Increase its range to 40 meters as well. Mark prey would also need to be 40 meters to match this ability.
Reason for changes - Snipe requires a ranger to be too close to the fight to truly have an impact. I think ranger should have a class idenity as a target opener and finisher with low dps output to targets between 30% and 90% hp but high damage to targets outside of that health range. This fits into the current support, cc style dps identity, and allows it to differenciate itself from mages.
Remove hasting snipe, and change it to Accurate Snipe- Accurate snipe always hits on targets beyond 20 meters even when dodging but cannot critically hit.
Reason for the changes - Hasting snipe doesnt affect the snipe skill itselfs gameplay only the skills you use after it. This change forces the player to decide is they want to have a counterable but large critical hit burst on full health targets on heartseeking snipe, or consistent reliable damage with accurate snipe.
Thundering Shot
The problem - Explosive Thundering shot is a strange choice for improving the skill and does little to help the class idenity of being a utility and support focused dps. Instead this is just doing minor chip damage (25%) to a few targets.
Proposed changes -
Change explosive thundering shot to silencing thundering shot. Silencing thundering shot will silence targets within 5m the initially dazed target , but its damage is reduced to 100% physical damage.
Reason for the change. Rangers need to be a utility class with less damage output to targets between 30%-90%
Bear trap -
The problem - The ability is clunky by its baseline design and can be improved to assist with rangers struggles in 1v1 or small scale combat.
Proposed changes - Make Trapslinger baseline, and add a new skill called Wounding Trap. Targets caught in the trap gain 3 stacks of wounds.
Reason for changes - Make the game feel more fluid to play at its baseline, and give the ranger more debuffs on trapped targets which will greatly improve their utility focused gameplay.
Headshot -
The problem - Damage window is a bit too large on the ability making it difficult to justify higher damage.
Proposed changes -
Headshot - Now deals 100% weapon damage to targets above 30% health, and 150% to targets under 30% health. It no longer stacks wounds since traps do that now, and does a additional 10% weapon damage for each wound stack on the target.Physical penetration for dazed and silenced targets would remain unchanged.
Mortal Headshot - Headshot now consumes focus to deal an additional 1% weapon damage per focus.
Reason for Changes - Headshot should be a high impact ability and by reducing its ease of use to smaller windows its damage can be higher. The class also needs more focus spends and its perfect to spend that resource on an execute style ability.
Disengage -
The problem - Ranger struggles to properly kite opponents and has lower survivability than all other classes.
Proposed changes -
Make omnidirectional disengage the baseline.
Replace omnidirectional disengage with bolstering disengage. Bolstering disengage grants the ranger 15% of max health as temporary health for 8 seconds, and grants the ranger 30% movement speed while the temporary health holds.
Reason for changes - Omnidirectional disengage feels better to use than the default. Small scale combat is very difficult for rangers to survive, and giving them the ability to kite and have extra hp will assist with that. The counterplay is to quickly remove the bonus health.
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