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Ranger vs Mage - Single target damage math

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Comments

  • ArtharionArtharion Member, Alpha Two
    edited November 27
    Shabooey wrote: »

    Also didn't say Ranger should be exclusively ST and Mage AoE. Ranger should be best at ST whilst having some AoE capability and the Mage the opposite.

    Why would someone choose a Mage that is only excellent in AoE, mainly useful for PvE, when with the Ranger he can deal much more single-target damage, which is what matters most in PvP?

    Shabooey wrote: »

    I'm focused on it because you literally said you wanted Rangers to be highest ST and Mages AoE so no idea why you don't acknowledge that now but hey ho you do you good budd I'm here to test and give feedback.

    Because I thought about it, researching more on the topic, and I realized that it doesn’t make sense for the Ranger to be the class with the highest single-target damage at range for one simple reason: it’s the class with the longest range. It’s illogical for the class that can attack from the farthest distance to also deal the most damage. That would make the Ranger completely OP.

    On top of that, the Ranger has camouflage (currently bugged, but it will likely be very useful once it is fixed), as well as excellent mobility with skills that allow you to dodge with leaps and move faster. Most of the Ranger’s skills, except for Snipe, don’t even have a casting bar, making them faster and more reliable in combat. This already makes the class incredibly strong. It’s not just about comparing it to the Mage—against any other class, the Ranger would dominate. Imagine being in open-world PvP with camouflage, the longest range, the highest damage, and outstanding mobility. You could easily kill any player or class while keeping them out of reach, and they’d have no way to counter you.

    Let’s not forget that the Mage is also a ranged class, but it’s designed as a mid-range class, unlike the Ranger, which excels at long-range combat. One of the Mage’s most powerful DPS abilities is Prismatic Beam, but executing it requires you to position yourself almost in melee range, which is extremely risky for such a fragile class. This clearly highlights the design difference between the two: the Mage takes risks to maximize damage, while the Ranger already has inherent advantages such as range, mobility, and potential camouflage.

    Check this. Sniping from the roof, dealing 4k to a cleric and you want to increase his single-target DPS lolmao: https://youtu.be/Q7jHHJrCLbo?si=JABK9Mq2BqVaiy1F

    For these reasons, it doesn’t make sense for the Ranger to have the highest Single-Target DPS. It already has unique features that make it powerful. Giving it the highest ranged damage on top of that would make it completely unbalanced and leave it with no real drawbacks, breaking the game’s balance.
  • DezmerizingDezmerizing Member, Alpha Two
    edited November 27
    Artharion wrote: »
    as well as excellent mobility with skills that allow you to dodge with leaps and move faster. Most of the Ranger’s skills, except for Snipe, don’t even have a casting bar, making them faster and more reliable in combat.

    Have... have you actually played ranger in current AoC? o.o Literally all of our abilities requires us to stand near still during the animation/cast time. The one exception is barrage - and that one requires a talent point to not be as slow as all the other skills.

    Skipping snipe since you already acknowledged our amazing 4 second root 50% miss chance ability:

    Headshot - no "cast time"; but an animation that requires you to stand still for about 1.5 seconds.

    Scattershot - mostly usefull when fully charged (requires a talent point); which means another 2-3 second rooted ability.

    Air strike - literally slower than the regular dodgeroll or higher level sprint. And clumsy af to use.

    Vine field - has cast time which forces the caster to stand still.

    Thundering shot - slows us with about 70% when we cast it. This one is the most similar to what it feels like playing a regular caster (bard/cleric/mage) in AoC. And ironically enough, our second most mobile ability (second only to barrage when talented).

    ... Rangers currently act like a turret - if we want to deal damage; we stand very, very, very still. It is nowhere near comparable to hunters' mobility in WoW. You can't even compare it to marksman hunters because those only stay rooted for Aimed Shot - we stay just about rooted for EVERYTHING. Even auto attacks!

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  • LucyusILucyusI Member, Alpha One, Alpha Two, Early Alpha Two
    Artharion wrote: »
    I don’t understand why you insist on the idea that one class must excel in single target while another exclusively excels in AoE. Focusing a class solely on area damage doesn’t make sense, as AoE is highly situational, especially in PvP, where it is rarely the main focus. In a game like Ashes of Creation, where PvP is the core, classes need to have clearly defined but also flexible roles to adapt to different situations.

    The Mage is a more straightforward class designed to deal damage, sacrificing mobility, utility, and survivability to maximize its offensive potential. On the other hand, the Ranger is a more versatile and balanced class: it deals decent damage but also offers mobility, crowd control (CC), and higher survivability thanks to its medium armor. If the Ranger, on top of all this, also led in single target damage, it would become an OP class and break the game’s balance.

    This type of class balance isn’t new, and a clear example can be found in World of Warcraft, a game that, while not everyone’s favorite, has over 20 years of history and multiple patches focused on class balancing. In WoW, the Mage is a more asymmetrical class, with a clear focus on maximizing damage at the cost of having fewer mobility and survivability tools. The Hunter (the equivalent of the Ranger) is more versatile, balancing moderate damage with utility and greater resilience. This balance allows both classes to have a purpose in PvE and PvP. In fact, in PvP, the Hunter often acts as a counter to the Mage thanks to its mobility and crowd control.

    It’s worth noting that in World of Warcraft, the only time the Hunter outperformed the Mage in single target damage was during the expansion The Burning Crusade. This happened because the Beast Mastery specialization had a strong synergy with pets, allowing Hunters to surpass Mages in long fights. However, outside of this exception, the Mage has consistently led in single target damage due to its Glass Cannon design.

    Proposing that the Ranger should be the top single target damage dealer while relegating the Mage to area damage would be a serious mistake. This would not only break the Mage’s design, which is meant to lead in all forms of damage, but it would also make the Ranger overly self-sufficient and without any real weaknesses. The key is to maintain balance: the Mage excels in raw damage, while the Ranger is more adaptable, with a versatile kit that combines damage, mobility, and utility.

    Finally, save your personal assessments about my intentions or what I want. Focus on the discussion. For your information, I have played a Ranger, a Mage, and a Warrior, and the character I’m currently playing and leveling the most is the Ranger. My goal is not to favor one class over another but to discuss the balance objectively.

    Dude you keep saying that mages sacrifice mobility, utility, and survivability to do more damage. You don't understand our point! You haven't played the ranger, you're talking about ideal and how things should be. We are talking about how things are.

    The mage does not sacrifice anything!
    It is the ranger that sacrifices those!
    And even with those sacrifices we still don't do more damage than mages - because of your logic, if we have these sacrifices we should do damage, right?

    The mage blink has 1.5 times more distance than the ranger's gymnastics. The other jump that does damage is shorter and much higher cooldown than the backflip we get at lv1, and it is THE LAST skill the ranger receives.

    And because we have 2 backflips that means we are mobile? ALL classes in ashes have a dash! Fighter has 2 as well! Bard has 3! Mages have 1!
    How is the ranger the most mobile class?

    How are rangers mobile when literally every skill is a cast and most of them root us in place for at least 2 seconds (including the animations, not just the loading bar!)


    Utility: We have a buff that increases movement speed for our party by 10%
    This is our utility? The bard has the EXACT same buff! The difference is that we cast it once and it has 15 min duration, and the bard's is a continuous cast.

    We have 1 (one) AOE root for 2 seconds.
    And that's it!
    How do we rangers do utility? 1 buff and 1 snare that had 65 seconds cooldown and eats 1/8 of our mana?
    And we have the trap, which does 50% physical damage, and roots for 3 seconds. It needs to arm for 1 second. Is something that can't be used in PVP unless its blob vs blob fight and you throw it in the middle of 50-man fight. It has a passive that you can throw it at somebody (your still have to aim) and another passive where you have 3 charges but increase the cd with 15s (30s is base). - So this skill is useless unless you fight 1v1 with mobs and you want to kite. Thats it.

    The ranger has *the* same amount of hp as the mage +/-.
    The mage on top of having the same damage, has a shield that is like 1/3 of his hp bar with an ok cooldown on it, and the shield stays on for 15 seconds.
    The ranger indeed, has something that the mage does not have. A buff that gives us a 10 regeneration rating. A buff that basically gives us a regen of ~0.1 hp per second. It is the best buff in history. I am being sarcastic.

    Now, don't give me all this stuff about how classes work in Steven's vision. We know as well.
    The issue that we have is that *the ranger needs to be reworked heavily*. The ranger is not a ranger. The ranger is a physical mage!

  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    LucyusI wrote: »
    Artharion wrote: »
    I don’t understand why you insist on the idea that one class must excel in single target while another exclusively excels in AoE. Focusing a class solely on area damage doesn’t make sense, as AoE is highly situational, especially in PvP, where it is rarely the main focus. In a game like Ashes of Creation, where PvP is the core, classes need to have clearly defined but also flexible roles to adapt to different situations.

    The Mage is a more straightforward class designed to deal damage, sacrificing mobility, utility, and survivability to maximize its offensive potential. On the other hand, the Ranger is a more versatile and balanced class: it deals decent damage but also offers mobility, crowd control (CC), and higher survivability thanks to its medium armor. If the Ranger, on top of all this, also led in single target damage, it would become an OP class and break the game’s balance.

    This type of class balance isn’t new, and a clear example can be found in World of Warcraft, a game that, while not everyone’s favorite, has over 20 years of history and multiple patches focused on class balancing. In WoW, the Mage is a more asymmetrical class, with a clear focus on maximizing damage at the cost of having fewer mobility and survivability tools. The Hunter (the equivalent of the Ranger) is more versatile, balancing moderate damage with utility and greater resilience. This balance allows both classes to have a purpose in PvE and PvP. In fact, in PvP, the Hunter often acts as a counter to the Mage thanks to its mobility and crowd control.

    It’s worth noting that in World of Warcraft, the only time the Hunter outperformed the Mage in single target damage was during the expansion The Burning Crusade. This happened because the Beast Mastery specialization had a strong synergy with pets, allowing Hunters to surpass Mages in long fights. However, outside of this exception, the Mage has consistently led in single target damage due to its Glass Cannon design.

    Proposing that the Ranger should be the top single target damage dealer while relegating the Mage to area damage would be a serious mistake. This would not only break the Mage’s design, which is meant to lead in all forms of damage, but it would also make the Ranger overly self-sufficient and without any real weaknesses. The key is to maintain balance: the Mage excels in raw damage, while the Ranger is more adaptable, with a versatile kit that combines damage, mobility, and utility.

    Finally, save your personal assessments about my intentions or what I want. Focus on the discussion. For your information, I have played a Ranger, a Mage, and a Warrior, and the character I’m currently playing and leveling the most is the Ranger. My goal is not to favor one class over another but to discuss the balance objectively.

    Dude you keep saying that mages sacrifice mobility, utility, and survivability to do more damage. You don't understand our point! You haven't played the ranger, you're talking about ideal and how things should be. We are talking about how things are.

    The mage does not sacrifice anything!
    It is the ranger that sacrifices those!
    And even with those sacrifices we still don't do more damage than mages - because of your logic, if we have these sacrifices we should do damage, right?

    The mage blink has 1.5 times more distance than the ranger's gymnastics. The other jump that does damage is shorter and much higher cooldown than the backflip we get at lv1, and it is THE LAST skill the ranger receives.

    And because we have 2 backflips that means we are mobile? ALL classes in ashes have a dash! Fighter has 2 as well! Bard has 3! Mages have 1!
    How is the ranger the most mobile class?

    How are rangers mobile when literally every skill is a cast and most of them root us in place for at least 2 seconds (including the animations, not just the loading bar!)


    Utility: We have a buff that increases movement speed for our party by 10%
    This is our utility? The bard has the EXACT same buff! The difference is that we cast it once and it has 15 min duration, and the bard's is a continuous cast.

    We have 1 (one) AOE root for 2 seconds.
    And that's it!
    How do we rangers do utility? 1 buff and 1 snare that had 65 seconds cooldown and eats 1/8 of our mana?
    And we have the trap, which does 50% physical damage, and roots for 3 seconds. It needs to arm for 1 second. Is something that can't be used in PVP unless its blob vs blob fight and you throw it in the middle of 50-man fight. It has a passive that you can throw it at somebody (your still have to aim) and another passive where you have 3 charges but increase the cd with 15s (30s is base). - So this skill is useless unless you fight 1v1 with mobs and you want to kite. Thats it.

    The ranger has *the* same amount of hp as the mage +/-.
    The mage on top of having the same damage, has a shield that is like 1/3 of his hp bar with an ok cooldown on it, and the shield stays on for 15 seconds.
    The ranger indeed, has something that the mage does not have. A buff that gives us a 10 regeneration rating. A buff that basically gives us a regen of ~0.1 hp per second. It is the best buff in history. I am being sarcastic.

    Now, don't give me all this stuff about how classes work in Steven's vision. We know as well.
    The issue that we have is that *the ranger needs to be reworked heavily*. The ranger is not a ranger. The ranger is a physical mage!

    I would also like to point out that in duels our mobility is null, the reason is our flips do nothing as every other class has a counter, pull, charge, etc, our roots so nothing because every class we need them in has a counter, fighter/ tank/ other rangers can simply insta remove it, and the stamina system when fighting melee is horrendous, this is due to the fact that we have no choice but to save our stamina to try and dodge roll, where as the fighter or tank or anyone chasing us for that matter can utilise sprint. This makes our lousy 10% movement buff useless as everyone has more speed baseline. Also we can't use our call of the wild as a speed buff because it's our ONLY defensive and it still sort of sucks because it does not prevent stuns ( our main counter ), so call is a super last resort and only to try and maybe get away
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    To put it bluntly, nobody playing ranger, wants to feel rooted in place for any sort of combat
  • CROW3CROW3 Member, Alpha Two
    Yeah, I really hate the idea of a class hardcoded as ‘best single target damage.’ That distinction needs to come from spec, gear, skill, and to a much more limited degree, circumstance.

    I’d rather the decision be with x ranger I’m higher dmg output but less mobile, as y I’m highly mobile with more cc, but less damage. Same with a mage. Then there’s greater freedom to have an optimal build for a given circumstance.

    Anything short of that is recreating the ‘classic mmo’ feel too literally, without adapting and adopting everything that’s been learned in the last 25 years.
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