Deathpoint
Dalayan Beginner
Hi, I play a low level ranger and I would like to chime in on this as it seems the high end game (AM etc) has plenty of discussion going for it.
My problem with the whole discussion is this. It's all about change this AA or that AA, but what about the low level rangers that don't want to be green tree loving rogues - backstab - evade? The speacilty that is archery, if it is to be associated with and distributed to rangers, should in my opinion be done so in a unique and even manner spanning the whole of a rangers lifespan, topped off with AA's worthy of the time it takes to aquire them.
Yea, the increase in damage helped ranger bow damage, which is good, but it helped everyone, which is also good. At the same time, however, it didn't change the fact that there is nothing unique or better about a rangers ability to use a bow pre 55 65.
My suggestions will be based around the idea of making archery better for the young rangers without diving into end game rangerdom since I know little of it.
1. Enable Trueshot for Rangers at level 1:
Why not? Sks and pallies don't have to wait till 55 for their timered abilites. Not possible to do this? Create a level 1 ranger spell called Trueshot(becomes disabled at 55) with same or slightly modfied properties
---- Gives lower level rangers a unique archery related skill.
2. Switch the level 20 and 45? 2 arrow style level reqs:
Adjust occordinaly(as in stamina lvl req rises with level or whatever) without messing with how it works 45?+
--- This gives the low level ranger something to work for and a unique archery ability. It's easy to balance because the ability scales with level and equip. High levels already have it so it doesn't add to the high end power curve, and low levels have weaker skill, bows, arrows etc so the effect is weaker.
Alternate idea: Replace the 20th style with something actually good that has to do with archery.
3. Non moving, non rooted ranger archery damage adjustment:
I don't know but this seems like such a simple and good idea to me. The following numbers are examples nothing more.
Level 19-29: 6x mod
Level 30-39: 5.5x mod
Level 40-49: 4x mod
Level 50-54: 3x mod
Level 55- 65: 2x mod(whatever current mod is)
---- You see I don't think the awnser is always going to be in abilities that get better with time because of the difficulty in balancing equipment and sudden addition of AA's etc. This idea of upwards degression should be considered with relation to the implementation of both previous ideas and any other ability that needs to be scaled properly for high level balance. This allows for implementation of low end content without damaging high end content.
Well, that's just a few of the ideas I have. Hope you like them.
My problem with the whole discussion is this. It's all about change this AA or that AA, but what about the low level rangers that don't want to be green tree loving rogues - backstab - evade? The speacilty that is archery, if it is to be associated with and distributed to rangers, should in my opinion be done so in a unique and even manner spanning the whole of a rangers lifespan, topped off with AA's worthy of the time it takes to aquire them.
Yea, the increase in damage helped ranger bow damage, which is good, but it helped everyone, which is also good. At the same time, however, it didn't change the fact that there is nothing unique or better about a rangers ability to use a bow pre 55 65.
My suggestions will be based around the idea of making archery better for the young rangers without diving into end game rangerdom since I know little of it.
1. Enable Trueshot for Rangers at level 1:
Why not? Sks and pallies don't have to wait till 55 for their timered abilites. Not possible to do this? Create a level 1 ranger spell called Trueshot(becomes disabled at 55) with same or slightly modfied properties
---- Gives lower level rangers a unique archery related skill.
2. Switch the level 20 and 45? 2 arrow style level reqs:
Adjust occordinaly(as in stamina lvl req rises with level or whatever) without messing with how it works 45?+
--- This gives the low level ranger something to work for and a unique archery ability. It's easy to balance because the ability scales with level and equip. High levels already have it so it doesn't add to the high end power curve, and low levels have weaker skill, bows, arrows etc so the effect is weaker.
Alternate idea: Replace the 20th style with something actually good that has to do with archery.
3. Non moving, non rooted ranger archery damage adjustment:
I don't know but this seems like such a simple and good idea to me. The following numbers are examples nothing more.
Level 19-29: 6x mod
Level 30-39: 5.5x mod
Level 40-49: 4x mod
Level 50-54: 3x mod
Level 55- 65: 2x mod(whatever current mod is)
---- You see I don't think the awnser is always going to be in abilities that get better with time because of the difficulty in balancing equipment and sudden addition of AA's etc. This idea of upwards degression should be considered with relation to the implementation of both previous ideas and any other ability that needs to be scaled properly for high level balance. This allows for implementation of low end content without damaging high end content.
Well, that's just a few of the ideas I have. Hope you like them.