Ranger guild recode ...

Only validated game players have access in this forum. Use this forum to discuss guilds. Note that as a general rule, guild abilities should not be revealed.
Forum rules
- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Dorrien
Adventurer
Posts: 88
Joined: 22 Dec 2010 10:43

Re: Ranger guild recode ...

Post by Dorrien » 31 May 2017 01:38

I am still all for the Rangers being a Stealth/Healer Class. Like many have said, there is no guild quite like them and that I think is the most important part to attempt to hold onto during the recode. Yes, there is history in each company and Author influences etc etc but we have already gone pretty far off that beaten path by having a multi-book/multi-domain world. There is almost a utility type feel to them that sets them apart and extrapolating on that could yield some fun results. The Rangers skills are subpar, to put it kindly, and their abilities do not make up for that currently. Is it COMPLETELY out of the question to ask for perhaps some band-aids to help bolster the Rangers into the realm of actual use or would that just piss the entire fucking world off and end up with everyone asking for band-aids? By band-aid I mean short term solution, good-faith attempt to show the Rangers they aren't completely forsaken, though we know they very well may be. A short list of band-aids follows:

How about the skill Parry, like have it at all?? That would be novel...

Perhaps giving them a weapon skill level that is even CLOSE to other occupational guilds? I mean maybe?

Remove the insane punishments they have for teaming with evil players or killing good npcs etc... We all do some things our Gods don't approve of, we don't get insta-smote....

Or Hey maybe if you have superior guru hide and sneak, someone with Veteran awareness can't see you??

Maybe even give them the ability to wield two weapons simultaneously! Without parry though... that is asking to die...

I know that most of these ideas are just dumb and so unreasonable so just laugh this one off.... *desperate look of sarcasm on face*

User avatar
Ody
Hero
Posts: 396
Joined: 18 Apr 2015 03:28
Location: Vingaard Keep

Re: Ranger guild recode ...

Post by Ody » 31 May 2017 01:47

Tarax the Terrible wrote:Don't think he is saying they are barely better than a layman.
Rather its like they are both a layman caster and occupational fighting guild in one. But because of that versatilty the fighting side lacks punch when compared to a more pure all out fighting guild.

Rangers already have/had companies don't know tbh. If knights of Gondor was a step too far, could make the companies idea more specialised still. make them changeable with less fuss and make one of them a lot more fighty if that's what ppl want. But those companies probably have a rich history they don't want to loose.
RoI is already combat focused and RoN more magic focused, which I think is a neat thematic thing. A recode could deepen the divide. Make RoI a more combat/solo branch and RoN a more support based class. Drop brawl and give them a more thematic special attack. Like letting RoN wield torches and burn opponents (a la Aragorn) and make RoI more of a Knightly special.

User avatar
gold bezie
Expert
Posts: 299
Joined: 16 Mar 2015 19:29

Re: Ranger guild recode ...

Post by gold bezie » 31 May 2017 02:05

I disagree! Make both guilds the same with one captain. Give both guilds the same skills but keep (actually) the three guilds around purely for roleplay. Make them fightersguilds more into the style of Tolkien. I do like the campfires, tracking and the hunting for your food, but purely for rp. Like i said, both guilds are too much focussed on defence and magic. and the idea of two sisterguilds is not handy. One captain is much better.
Or just go with the idea' s of Varian, those are interested too.
Darkness cannot drive out darkness: only light can do that.

User avatar
gold bezie
Expert
Posts: 299
Joined: 16 Mar 2015 19:29

Re: Ranger guild recode ...

Post by gold bezie » 31 May 2017 02:06

btw the brawling is the really good part of the rangers, the disarm should stay!
Darkness cannot drive out darkness: only light can do that.

Drazson
Titan
Posts: 499
Joined: 24 Jan 2016 21:27

Re: Ranger guild recode ...

Post by Drazson » 31 May 2017 02:34

I would miss magic so badly, if that part was removed. Would probably join the Heralds in desperation, even before they get reworked :P

User avatar
gold bezie
Expert
Posts: 299
Joined: 16 Mar 2015 19:29

Re: Ranger guild recode ...

Post by gold bezie » 31 May 2017 02:59

well i understand if one is a lower level ranger... but when you hit champion believe me... you ll have to heal so many times before you kill something, while other people from other guilds kill twice as fast...
Being a ranger is handy when in a team with other people from other guilds, so you can be the healer, while others take the hits.
But with the new guiild and the manarestore system for other guilds, it only made rangers weaker and they dont deserve to be...
Most important thing is like what Amberlee said before, we should just follow the LOTR on this guild thing in my opinion.
Darkness cannot drive out darkness: only light can do that.

User avatar
Tarax the Terrible
Myth
Posts: 1331
Joined: 09 Mar 2010 20:33
Location: UK

Re: Ranger guild recode ...

Post by Tarax the Terrible » 31 May 2017 03:21

Dorrien wrote:A short list of band-aids follows:

How about the skill Parry, like have it at all?? That would be novel...

Perhaps giving them a weapon skill level that is even CLOSE to other occupational guilds? I mean maybe?

Maybe even give them the ability to wield two weapons simultaneously! Without parry though... that is asking to die...

I know that most of these ideas are just dumb and so unreasonable so just laugh this one off.... *desperate look of sarcasm on face*
Well, given that there are newer guilds that can out do your cleric type stuff and run around dual wielding etc etc so probably out do your fighting too I would think some quick re-balancing band aids could be justified even if the full recode remains on hold.

But if it was me I would defo be asking for a special instead of weapon skills, as most fights in more standard fighting guilds it is your specials doing the vast bulk of the work. Maybe just adding something like brawl does damage plus one of the extra effects could be the band aid of your dreams.

Code: Select all

The lean rugged ranger throws a shower of sand in your eyes, using the distraction to its fullest they move in for an attack with their sword. 
Someone jabs you in the side, you feel slightly hurt by the attack.
Even a lightly damaging special would be a big boost to dmg as a lot of your specials are probably not doing any direct dmg at the minute.
But if you get that they have to fix brawl completing even if you are stunned :P
http://genesisquests.pbworks.com/
Join up and help each other with Quests :)

Dorrien
Adventurer
Posts: 88
Joined: 22 Dec 2010 10:43

Re: Ranger guild recode ...

Post by Dorrien » 31 May 2017 03:32

Tarax, totally agree with specials doing the bulk of the damage but my understanding, having been a Ranger for a long while, they play a role better than a solo member. To me it is extremely fitting too. Aragorn is a wonderful solo Ranger of the North, he becomes a KING upon taking others into his care (Rangers heal and care:)). I would rather have MUCH more appropriate skill sets than see my brawl disappear and my heals diminish in order to get a sear ability in which I could burn the flesh OR other medium that gives an enemy shape with my magic fire torch. Rangers, much like Neidars are not around to slay quickly.

Drazson
Titan
Posts: 499
Joined: 24 Jan 2016 21:27

Re: Ranger guild recode ...

Post by Drazson » 31 May 2017 11:37

I could see a buff in offensive power and regeneration (so that you are not in a vegetable state easily) helping Rangers to really fit that "grinder" fighting style. And/or target buff their pots!

However, I think we need a utilization of the stealth skills, maybe even with a special. Especially if you do away with the spells then let the Ranger try to sneak around efficiently and (if not ambush since it's trademarked) reengage with a big hit or cc/debuff. That would work nicely with brawl and the overall "you will fall eventually! *grits teeth*"

User avatar
Tarax the Terrible
Myth
Posts: 1331
Joined: 09 Mar 2010 20:33
Location: UK

Re: Ranger guild recode ...

Post by Tarax the Terrible » 31 May 2017 12:30

Another interesting thing to look at would be alchemy and make them a stronger buffer class.

Having new potions that the rangers can brew then cast big team buffs.

Haste, strength, Added AC, resistances, regens.

But change it that they can't be afk brewed and stock piled in huge quantities. And make sure u need the ranger there to cast so its not just done by seconds.

Just a thought
http://genesisquests.pbworks.com/
Join up and help each other with Quests :)

Post Reply
http://tworzymyatmosfere.pl/przescieradla-jedwabne-z-gumka/