Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
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 II testing is currently taking place five days each week. More information about testing schedule can be found here
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 feedback from Sieging

Best Skills in the Kit:
Scatter Shot with both passives: Lining people up for damage is great. Aiming and being able to flick or change your positioning on a whim for the best possible angle is what makes this skill shine.
Vine Field: For the snared affect, best part. The proc is a little weird.
Bear Traps: Easily one of the best defensive parts of the kit, being able to constantly trap and kite your enemy is handy, works well in smaller parts of the siege. Overall one of the best skills in the kit.
Thundering Shot: Great for targeting enemy healers/bards off a imbue weapon proc and silencing them and doing more damage around them. I'd say the passive is unnecessary, as this is woven into a wombo-combo I'd just roll the passive into the actual skill, reduce the damage keep the lobbing projectile animation and reduce the cast time by half. The silence is the most important part of this kit.
Headshot: Good for following up with Thundering Shot against healers, puts a lot of pressure on them if not outright kills them.
Lightning Reload: Probably one of the best skills in the game, tbh.
Needs Improvement:
Marks: All of them, the debuffs are okay, but there's no visual presence in the marks and the "raid markers", take away from the mark uses. Mark of the Bear > Tiger > Raven.. Raven is a waste of a point when Bear is king. Also the cooldown is a bit much for a skill that can be easily purged.
Improve: Marks should put a massive unpurgeable mark sign that says "kill this target", and it should be the premier marking system. Not the crappy raid markers we got, (get rid of that shit).
Hunts: The buffs are great, but I'm not sure what we're hunting. I think an additional mini-map indicator of whatever it is we're hunting should be on display.
My biggest grievance with the marks/hunt system is no one can see the marks and Rangers don't track anything, even when they should.
Weapon Imbues: I actually think the visual indicator on the imbues is one of the best thing intrepid has done with the class, but I think they should just be a constant and not proc based.
Camo: I think this is just polish, but camo doesn't work half the time.
Disengage: It's a dodge roll on steroids, so it should just be given an iFrame to add the steroids.
Needs Reworked/Removed:
Rework: Snipe: It takes an eon to cast, you'll be luckily if you get it off against anyone mildly competent. And it should be more inline with a full passive scatter shot, the rooted animation sucks and being able to line your shots is so important to the ranger gameplay. As is moving while bowing, which the ranger should be able to do.
The quote about this ability being fired blindly isn't functional, so I wish this was the case. It really needs to behave more like scatter shot, allowed to be aimed and follow a line. I don't feel like any passives are actually necessary for this skill, just let it be a long range, chunky damage skill that can be aimed with a fast projectile that would take a pro to intercept/body block.
Air Strike: Just improve disengage and can this ability, you'll never get close enough to an enemy to use this over a beartrap.
Raining Death: Will never use this ability when something as awesome as Scatter Shot exists. It's a waste of a slot and offers little value to the ranger tool-kit.
Siphoning Regeneration: There's no reason to take this ability with the other choices in the Ranger tree.
Expeditious Barrage: Just give barrage this and let it be, there's no reason to root the ranger.
Ranger Class Fantasy: Eh, I really don't like the Druid-With-A-Bow-Nature-Wizard thing it's got going on, doesn't feel very rangery too me. Rangers should be able to shoot and move better than any other class out there and they currently cannot out maneuver a bard, which was never supposed to have greater mobility than a ranger.
The potential is there, but it needs work.
Rangers cannot currently mark/track that is beneficial to the group because marks are overshadowed by the raid markers (which should be baked into the Ranger class) and there's no way to currently track other players/targets etc.
So they dont actually Range better than other classes by any sense of the word, they're not faster than bards, no do they have over all range on any other class. They have no combat movement to help them and they cannot mark/track in a way that benefits the entire team.
And they bring vines and traps, which is cool until roots actually get properly balanced because no one I know wants to be rooted forever in PvP.
They should just have uninhibited combat movement, instead of the bard having it.
Scatter Shot with both passives: Lining people up for damage is great. Aiming and being able to flick or change your positioning on a whim for the best possible angle is what makes this skill shine.
Vine Field: For the snared affect, best part. The proc is a little weird.
Bear Traps: Easily one of the best defensive parts of the kit, being able to constantly trap and kite your enemy is handy, works well in smaller parts of the siege. Overall one of the best skills in the kit.
Thundering Shot: Great for targeting enemy healers/bards off a imbue weapon proc and silencing them and doing more damage around them. I'd say the passive is unnecessary, as this is woven into a wombo-combo I'd just roll the passive into the actual skill, reduce the damage keep the lobbing projectile animation and reduce the cast time by half. The silence is the most important part of this kit.
Headshot: Good for following up with Thundering Shot against healers, puts a lot of pressure on them if not outright kills them.
Lightning Reload: Probably one of the best skills in the game, tbh.
Needs Improvement:
Marks: All of them, the debuffs are okay, but there's no visual presence in the marks and the "raid markers", take away from the mark uses. Mark of the Bear > Tiger > Raven.. Raven is a waste of a point when Bear is king. Also the cooldown is a bit much for a skill that can be easily purged.
Improve: Marks should put a massive unpurgeable mark sign that says "kill this target", and it should be the premier marking system. Not the crappy raid markers we got, (get rid of that shit).
Hunts: The buffs are great, but I'm not sure what we're hunting. I think an additional mini-map indicator of whatever it is we're hunting should be on display.
My biggest grievance with the marks/hunt system is no one can see the marks and Rangers don't track anything, even when they should.
Weapon Imbues: I actually think the visual indicator on the imbues is one of the best thing intrepid has done with the class, but I think they should just be a constant and not proc based.
Camo: I think this is just polish, but camo doesn't work half the time.
Disengage: It's a dodge roll on steroids, so it should just be given an iFrame to add the steroids.
Needs Reworked/Removed:
Rework: Snipe: It takes an eon to cast, you'll be luckily if you get it off against anyone mildly competent. And it should be more inline with a full passive scatter shot, the rooted animation sucks and being able to line your shots is so important to the ranger gameplay. As is moving while bowing, which the ranger should be able to do.
The quote about this ability being fired blindly isn't functional, so I wish this was the case. It really needs to behave more like scatter shot, allowed to be aimed and follow a line. I don't feel like any passives are actually necessary for this skill, just let it be a long range, chunky damage skill that can be aimed with a fast projectile that would take a pro to intercept/body block.
Air Strike: Just improve disengage and can this ability, you'll never get close enough to an enemy to use this over a beartrap.
Raining Death: Will never use this ability when something as awesome as Scatter Shot exists. It's a waste of a slot and offers little value to the ranger tool-kit.
Siphoning Regeneration: There's no reason to take this ability with the other choices in the Ranger tree.
Expeditious Barrage: Just give barrage this and let it be, there's no reason to root the ranger.
Ranger Class Fantasy: Eh, I really don't like the Druid-With-A-Bow-Nature-Wizard thing it's got going on, doesn't feel very rangery too me. Rangers should be able to shoot and move better than any other class out there and they currently cannot out maneuver a bard, which was never supposed to have greater mobility than a ranger.
The potential is there, but it needs work.
Rangers cannot currently mark/track that is beneficial to the group because marks are overshadowed by the raid markers (which should be baked into the Ranger class) and there's no way to currently track other players/targets etc.
So they dont actually Range better than other classes by any sense of the word, they're not faster than bards, no do they have over all range on any other class. They have no combat movement to help them and they cannot mark/track in a way that benefits the entire team.
And they bring vines and traps, which is cool until roots actually get properly balanced because no one I know wants to be rooted forever in PvP.
They should just have uninhibited combat movement, instead of the bard having it.
4
Comments
Hunts and marks shouldn’t take up so much of our kit limiting our abilities especially when they can’t be used at the same time.
Additional range, more dps abilities, and a revamped mark/hunt system would be extremely welcome changes.
I thought the same for scatter shot, but I rather just have snipe, snipe. Scatter is really good as it.
i would honostly make expeditious barrage default skill and turn that node point into a 25% range increase instead
there should be a range advantage, yeah. but even 3 meter increase with more combat mobility and Rangers would be good.
it kinda has to be atleast 40 since root 40m range u kinda wanna be able to shoot them still while there rooted :P
i would say 40m shortbow 45m long bow personaly like even then mages still have the option to get in range by blinking but trade off would be they wouldnt have it for escaping, atm u shoot a mage and they just teleport back out of range and get healed
Just remember, Rangers need movement on top of ranger, there's gotta be a sweet spot.