View Full Version : RANGERS -- Bugs/Issues (No commentary)
Hello, All!
As a word of introduction, back in Beta 3.0, Talisker (Lead Class Designer for Sigil) appointed Class Leaders to cull, ascertain and report on any Class /bugs and Issues of major concern. I was appointed Ranger Class Leader and have been privileged to present all the /bugs found and concerns expressed. To all of you whom I've known and worked with, <HUGS!!!!> YOU all are the BEST!!! <Proud!!>
What is VERY cool is that Sigil really cares about all the classes, not just for the formation during beta, and has kept the Class Leaders to continue the work of catching /bugs, things not working right and issues of major concern.
Now that we are all spread out among many servers, the BEST way to contact me to present a /bug or major concern (per title, no Commentary, please) for me to validate/substantiate and then present to the Devs, is to please post here.
There is a Ranger Affiliate Fan Site (Vanguard Rangers -- www.vgrangers.com) that has awesome Ranger information and, although many Rangers post and discuss there, this is my forum of choice, since I am here a lot posting and reading due to my connection with Silky Venom of Shidreth.
Btw, if you are on Shidreth (or just make a peep to log in to chat), please /join ranger
I have ranger set in my autojoin, so I am always there when I am online.
Okay. Here's the challenge:
Please post here your /bugs and Issues of Concern (no commentary -- please do that in other posts). This is for me to get a list of things to check and double check and report back to the Devs.
Thank you so very, very much!!! Together, all levels and all play styles, we will make the Vanguardian Ranger the Best there is!!
What I've presented to the Developers (as of 5 Feb., 2007):
1. Nature's Guise: Not skilling up. FIXED!! Remember that this has changed since beta... cannot skill up combatants, so you have to skill up against mobs who are *not* in combat.
2. Entangling Web Recast Timer: 6 seconds too long, especially with the Resists being encountered. FIXED!! 0 Recast now. Only have to wait for global refresh.
3. Track: We're waiting with great anticipation!!
4. Traps: Good woodsfolk everywhere want to know.... Is this in our future? (Could use forage loot table, skinning bits, lumberjacking bits, etc.; could be tied to perception)
5. Summoned Companion: Damage is very weak in comparison to the duration of summoning/recast timer versus mob hits. Please fix.
6. Resist Rate on Snare/Roots: Ridiculously high. These are class-defining abilities that group members count on us to be able to perform (and we cannot reliably either snare *or* root). Please review and fix.
7. Foraging Issues:
a) Stealth. Stealth breaks upon starting the forage and putting it into inventory (Take All). Can this please be reviewed? Part of the Ranger mystique is that we are one with the environment and move and have our being as one with nature. It makes no sense to run stealthed, but if we stop to pick something up off the ground, our stealth breaks.
b) Loot table.
(i) Can arrow components please be more common? Understandably, they are *much* better than bought and need to be not our *normal ammo,* but it is painstaking to get all of the components together (4 items) and then get a small supply yield. If components cannot be made more common, can the yield be increased?
(ii) These are "Quest" items -- can that be flagged as common so that we can share foraged items (e.g., regen items, see invis) like Druids can share berries?
8. Finishers: Not finishing. The green timer line is still running, but frequently text pops up that either the reaction has timed out *or* that this ability cannot be used until the proper reaction ... occurs. Very frustrating because our DPS (and sometimes our and our groupmates' lives) require the finishers to really fire.
9. Fluff: Cool stuff, like SoE (group lev), or a group Stealth or something that is part of nature and our abilities that can be enhanced or shared by our group members (yes, we are damage machines but "girls (and boys) just wanna have fun" too! <smiles>)
10. Splitting Arrow: The icon looks exactly the same as Warden's Ranged Attack. Needs to be changed so that we keep our mezzers loving us... or at least liking us! =P
11. Nature's Remedy: Cannot cast the cure poison/disease during combat -- looking ahead, that has bad implications for raid content.
12. Ammo:
a) Need to be have to have "containers containing items" please. This is because in order to switch from arrows to bolts, one has to empty the quiver, unequip the quiver, equip the bolt case, then fill the bolt case -- in other words, have 10 free slots at any given time. Or not use a quiver or bolt case at all and /wear individual kinds of arrows/bolts. Too cumbersome to be efficient or practical as a long-range mob quickly becomes a short-range one.
b) Need to be able to select which arrows are withdrawn from the quiver in order of preference (e.g., numbering preference) in case there is more than one type of arrow in the quiver (Crude Flight, Crude Barbed, Fletched).
c) Cannot equip player-made arrows (either by drag and drop to Ammo slot *or* by right clicking on the stack). FIXED!!
gealyu
02-05-2007, 04:25 PM
The talisman buffs are no longer available from trainers. Those that have the talisman can still use it, but rangers taht turned 18 cannot purchase them.
The talisman buffs are no longer available from trainers. Those that have the talisman can still use it, but rangers taht turned 18 cannot purchase them.
Thank you! I've asked Avair about this. Will post as soon as I know!
**************************
Just heard from Avair.
Talismans will now be on trainers (patched in).
There will be some upper-level abilities that will be learned from NPCs by observation -- you will learn them by watching them cast the ability..... and he did *not* tell me *which* NPCs <grins!!>
He wanted me to tell you that this (learning some abilities from NPCs) was always in the plan and is now being implemented!
<Hugs!!>
Kaffis
02-05-2007, 09:08 PM
Okay, I'm a little annoyed at having to register on a guild board (even if it is an affiliate) to keep up with the class leader's exploits in her class leader duties rather than just keeping it on the affiliate ranger board -- but whatever, I'll play along.
Wild, the forage rate for fletching components would be a lot more tolerable if the amount of arrows fletched wasn't dictated by two types of shaft forages.
That is, it seems to me like I forage reeds at the rate of X/hr, shortened reeds at the rate of X/hr, arrowheads at a rate of 2X/hr, and feathers at, well, slightly greater than 2X/hr. While it's nice that this means that I can basically use all or most of my foraged items without piling up masses of some component, if a ranger only uses a crossbow or only uses a bow, they pile up with a lot of potential bolt or arrow fletching components that they have no need for.
It would be a lot easier, and less frustrating, if either: A) the recipes for bolts and arrows were the same, and all the components had a similar drop rate (thus, again, not piling up lots of unfletchable components); or B) the bolts used a shortened reed/stick, but the shortened reed/stick was simply "cut down" from a normal sized one with a one-component recipe that yielded the shortened version, and again, the drop rate on the forage tables were normalized.
Either of those solutions would both remove the shaft as a bottleneck that roughly halves the fletchable ammo capacity of the ranger who uses bow or crossbow exclusively AND reduce inventory clutter for a ranger who swaps between both (by removing the need for separate stacks of short/long reeds/sticks as they're foraged).
In a similar vein, can we return the ability to place full quivers/bolt cases in the inventory? A ranger who switches between bow and crossbow to have more control over his or her useable range really ends up eating an enormous amount of inventory space to do so -- not only must two weapons be carried, but two ammo containers, and the not-currently-used ammo must be moved to real bag slots. Thus, my spare ranged weapon at any given time takes up six normal bag slots -- one for the weapon, one for the quiver, and four stacks of arrows that I have to remove from the quiver. Changing between weapons is a huge chore because of this, too. Instead of merely right clicking a weapon to swap with the equipped one and dragging and dropping the container (like I could in early beta), I have to right click the weapon, open my current quiver, drag four stacks of arrows to my bags, drag the bolt case to my equipment screen, right click the bolt case, and drag four stacks of bolts into my bolt case.
I don't mind having and carrying two weapons to make the most of my current range needs. But tripling the inventory space needed to do so (and notice I need to have four free slots to switch, too!) and requiring three right clicks and nine click and drags between equipment and bag space is just tedious and punitive.
Rangers are inventory hogs. And that's coming from somebody who dabbles in diplomacy!
Also, if we're not supposed to be able to meet all our ammo supply with foraged arrows because they're really good in quality (which I get, and can agree with!), we need a way to control what we shoot, and when. A check box underneath a stack of ammo in our quivers would suffice. Or a clear, consistent order of which stack it'll use first, and the ability to move arrows of different types around in a full quiver without it just giving us errors telling us that the types are incompatible, or the stack is full. Anything. I'll even take a command line that I can macro... /usearrowslot1, /usearrowslot2...
C_Rad
02-07-2007, 12:59 AM
Hey Wild, I am frequent on vgrangers...and I know you don't/can't frequent there as much as you would like, so here are a couple of things from there...
First off, Debilitating Arrow, was moved to lvl 34 or so I hear, but it is apparently not trainable now, rank 2 shows up at 44 but rank one isn't in the list. I haven't had time to check this out myself, since I am currently studying for a test :)
Secondly, our PvP damage is ridiculously low. The ONLY way I would stand a chance at any other class is A. It was a another low damage pvp ranger, or B. I get the stealth jump on them.... AND they bug in some way as to not target me or something. Seriously though it is super super low and we can't kill anything out there :(
Third, This new stun shot we get...lasts 2 seconds...that is enough time for the cooldown to cast another ability. So in other words we get a stun that is the same as just using another ability to begin with...
dimstar
02-07-2007, 03:10 AM
Snare is using conjuration vs alteration like tooltip says(pre-6feb)
tame is using evocation vs alteration like tooltip says(pre-6feb)
I'm sure there's other spells that are messed up as well, but only level 16 atm.
Dimstar
Flamehammer
Cal Seraph
02-07-2007, 09:18 AM
Wild, here are a pretty few "huge" ones for me. Not really "ranger specific", but I could see them impacting our class the most.
Arrows crafted by blacksmiths (I forget the exact name, but it is the copper arrow, with the flight variation) are not equippable into our ammo slot. Moreover, the bow does not recognize that ammo is there if you place those arrows inside a quiver that is in the ammo slot.
Ranger-created arrows are slightly different. The bow does not recognize that ammo is there if you place them inside a quiver that is in the ammo slot, but you can straight up equip the arrows into the ammo slot and everything works as expected.
Kinda crappy, as a weaponsmith made me 30 stacks of 100 copper flight arrows, only for me to be unable to use them currently.
Anthal
02-07-2007, 09:36 AM
I still cannot get Intercept to work at all. I have my defensive target set as our tank, I hear the "scream," yet the button remains unclickable.
There is a huge lack of ranged weapon drops/quest rewards (I've also noticed this for shields). It's almost easier to just level artificing and craft your own.
Okay, I'm a little annoyed at having to register on a guild board (even if it is an affiliate).
My position has changed at work and now I am working longer hours and truly do not have the time to scour multiple sites ... since SV is almost always minimized for me to check on the fly, it is where I can keep on top of things best! Thank you, Kaffis, so much for posting!! I have and *do* value your ideas and observations so very, very much!! <Hugs!!>
Wild, the forage rate for fletching components would be a lot more tolerable if the amount of arrows fletched wasn't dictated by two types of shaft forages.
You have some very good thoughts about this. I'll pass them along!! Thank you!
I... can we return the ability to place full quivers/bolt cases in the inventory?
We never had it. It has been on my Beta wish list since my very first edit of it and I'll make sure to put it in this Dev Post! I agree wholeheartedly!
.... A check box underneath a stack of ammo in our quivers would suffice. Or a clear, consistent order of which stack it'll use first.... I'll even take a command line that I can macro... /usearrowslot1, /usearrowslot2...
I use /wear "Crude Flight Arrow" (insert name of arrow or bolt) and I don't use my quiver. It's the price I'm paying atm for control over usage. I agree. Control is a great thing! Keep the higher damage arrows for the big mobs and the crude for the 2, 3, 4, and 5 dot variety.
Just added "containers containing items inside a container" and "control over ammo selection from within a quiver" to the Dev Post!
Hey Wild, I am frequent on vgrangers...and I know you don't/can't frequent there as much as you would like, so here are a couple of things from there...
Thank you, C_Rad!! <Hugs!!> I pop over there when I can, but today as an example, no lunch break for me and I just came here to check on something and saw a few things to respond to!
First off, Debilitating Arrow, was moved to lvl 34 or so I hear, but it is apparently not trainable now, rank 2 shows up at 44 but rank one isn't in the list. I haven't had time to check this out myself, since I am currently studying for a test :)
Oki! I'll ask Avair if this (which *is* an upper level spell) *is* one of the "learn by observation spells" (as I posted above in response to Tiger Talisman). I'm thinking we'll have Tiger, but may need to learn the others by observing! <rubs hands together happily!> I must confess that this is one thing I've been looking forward to <smiles> I'll post if this is *not* the case with Debilitating Arrow.
Secondly, our PvP damage is ridiculously low. The ONLY way I would stand a chance at any other class is A. It was a another low damage pvp ranger, or B. I get the stealth jump on them.... AND they bug in some way as to not target me or something. Seriously though it is super super low and we can't kill anything out there :(
<comforts> As you can see, things keep on changing. Hang in there!
Third, This new stun shot we get...lasts 2 seconds...that is enough time for the cooldown to cast another ability. So in other words we get a stun that is the same as just using another ability to begin with...
Well, any stun or silence for two seconds is enough to stop a cast! Yaaay! Just means (if refresh is two seconds and stun is two seconds' duration) this is geared toward grouping, not PvPing. At least, that's what it looks like to me.
I'll ask Avair about Debilitating Shot I.
Thank you sooo much for bringing these to my attention!
Kaffis
02-07-2007, 05:54 PM
Just added "containers containing items inside a container" and "control over ammo selection from within a quiver" to the Dev Post!
Yeah. I get why they don't want to (and I know we could at one point, I was surprised they had the coding to allow for nested full containers), but when we're forced to switch between two extremely limited container types to swap weapons... well, I don't think it's a somehow unfair way to achieve extra slots, it's just asking to not be penalized for using two weapon types.
Alternately, getting rid of bolt cases and letting bolts go in quivers would be acceptable, too.
Snare is using conjuration vs alteration like tooltip says(pre-6feb)
Thanks, Hon!! I mentioned it last night and talked about it with Avair this morning. He's already changed it to be consistent!
tame is using evocation vs alteration like tooltip says(pre-6feb)
Hmmm I'll mention that, too! Hopefully, he caught it when he made Snare consistent (skilled up ability with tool tip ability).
I'm sure there's other spells that are messed up as well, but only level 16 atm.
Dimstar
Flamehammer
Thank you for your help with this!! <Hugs!!>
Wild, here are a pretty few "huge" ones for me. Not really "ranger specific", but I could see them impacting our class the most.
Arrows crafted by blacksmiths (I forget the exact name, but it is the copper arrow, with the flight variation) are not equippable into our ammo slot. Moreover, the bow does not recognize that ammo is there if you place those arrows inside a quiver that is in the ammo slot.
Ranger-created arrows are slightly different. The bow does not recognize that ammo is there if you place them inside a quiver that is in the ammo slot, but you can straight up equip the arrows into the ammo slot and everything works as expected.
Kinda crappy, as a weaponsmith made me 30 stacks of 100 copper flight arrows, only for me to be unable to use them currently.
Aye!! I was sent some from a Blacksmith in our guild! I was very unhappy that I couldn't use them!
I've mentioned this to Avair and, if it's Silius' bailiwick (being that it's crafting), asked him to please forward to whomever should see it.
C_Rad
02-07-2007, 08:27 PM
More from vgrangers.....Along with Nature's Remedy not being used in combat..there isn't any evidence of it actually working...there are several reports of poisons/diseases not being cured by it.
dimstar
02-07-2007, 10:05 PM
Wood Elf racial:Form of nature-it's broken it doesn't break det effects at all, also you can still get snared while its up. Yeah I know this isn't a ranger only problem, but I've bugged it bout 4 times.
- Foraged herbs do not function at all when used for their active ability... this goes for Valerion, Nighteye, etc.
*edit* - I see now that they might work... I'll test further.
- Debilitating Shot I is not on the trainer (as mentioned before).
- SoW disables Raki's passive movement speed buff (not just SoW but any movement speed buff... I think).
- Destructive Swarm line of spells has very little to no utility outside of fighting 4-dot or higher mobs... not necessary a bug but it'd be nice to change this spell a bit to encourage us to use it more regularly while leveling.
- Damage on bows were signifcantly decreased from beta to retail... is this meant to be permanently?
- The Summon Companion skill is far from being really useful... an extra DoT for 10min per hour... it'd be nice if it was permanent.
- We only have 2 spells that require conjuration... Summon Companion and Entangle. One has an hour recast timer... the other 3 minutes. Entangle has a high chance to be resisted unless your conjuration is high. If any of you haven't tried yet, know that evocation and conjuration are INSANELY difficult to raise to max. Before, I'd cast Entangling Web and Grasp of Earth on every mob during group leveling for almost every other mob and my skills are now 255/350 and 271/350. Now, I can level up conjuration only once every 3 minutes and a bonus once per hour. See the problem? Evocation leveling is annoying now too but at least I can spam Destructive Swarm somewhat.
I'm sure I have lots more stuff but I'll post more later... o_o-b
Anthal
02-08-2007, 03:14 AM
Bugs
-I've noticed that my cloak turns itself off. Sometimes it's just the animation, sometimes the buff itself goes away. When the buff goes away, the icon may or may not disappear from your buff list. It's easy to recast, but it would still be nice to have it working all of the time.
-Intercept works, but the icon does not light up. You can use it by pressing the "V" key, by default. It's still sort of hard to judge whether you have energy, and how long is remianing on it's timer.
Gripes
-Cripple's endurance cost was raised tonight? I believe it used to be 10 endurance, now it's 31.
-Rancor's availability timer is too short. It's half the duration of the other chain abilities. More than half of the time, the skill is no longer available by the time my brain has clicked, and I'm usually too low on energy to use it anyways.
-Talismans are still not on trainers. I know they said it's coming, but I'm anxious! :D
-Foraging...need I say more? Why are level 10's foraging items that require you to be 35 to use? (Nighteye)
Cal Seraph
02-08-2007, 09:18 AM
The Good:
- As of last night's patch, you can now use crafted arrows in a quiver, and the proper range bonus is being applied.
- Same thing with ranger fletched arrows.
The Bad:
-Cripple having a 31 endurance cost? Apparently they don't want us to use any of our chain attacks anymore? There was really no reason to warrant a 21 increase in endurance cost for that attack. I liked Swelter quite a bit, but it is no longer worth not being able to pull off other attacks, including our finishers, due to lack of Endurance.
- Not ranger specific, but the Wood Elf racial isn't breaking ANY snare or root effects at this point. I've been rooted by Shamans, Druids, etc... and slowed by Sorcs, all after assuming my racial form.
- Did I mention the rediculous increase in cripple endurance cost? ;) More than half the fight I'm simply regening endurance at this point, and rarely am I able to get off Windsong or other finishers due to having 0 endurance at the time.
The Good:
- As of last night's patch, you can now use crafted arrows in a quiver, and the proper range bonus is being applied.
- Same thing with ranger fletched arrows.
Yaaaay! I had mentioned it to Avair and asked him to forward to Silius or whomever! I'm *very* glad this works now!
The Bad:
-Cripple having a 31 endurance cost? Apparently they don't want us to use any of our chain attacks anymore? There was really no reason to warrant a 21 increase in endurance cost for that attack. I liked Swelter quite a bit, but it is no longer worth not being able to pull off other attacks, including our finishers, due to lack of Endurance.
=*( I'm assuming that you're delaying hitting Winter so that the End can regen a bit. I've noticed (and reported) that many times when we *do* leave off on hitting next ability in a chain so that End can regen, I get the "no can do" message. Please keep an eye on this and I will, too. I *was* able to get off my chains just fine, but it was all about timing and I did have those occasions when it wouldn't fire with that goofy message, even though the green timer bar was still running.
- Not ranger specific, but the Wood Elf racial isn't breaking ANY snare or root effects at this point. I've been rooted by Shamans, Druids, etc... and slowed by Sorcs, all after assuming my racial form.
I was talking with Avair and Tagad about this... Stun doesn't count... but Snare and Roots should! Please keep an eye on this! Racials are relatively new and we need to keep on top of them. I was harvesting T3 stuff in Karrus Hakrel last night and was able to shake off snare to save my life -- I did *not* have root on me, though. Please let me know if Snare and Root do not drop when you go into racial form... again, unfortunately, Stun is *not* one of the things our racial will shake us free from.
Thank you so much for reporting these!! Please keep an eye on them and check timing (including finishers that won't finish due to the reaction timed out message when timer still had life on it).
You are Awesome!! Thanks!! <smiles>
More from vgrangers.....Along with Nature's Remedy not being used in combat..there isn't any evidence of it actually working...there are several reports of poisons/diseases not being cured by it.
I will try to get poisoned to substantiate! <grins!!>
Thank you!! <Hugs!!> Appreciate all of these sooo much!
Demonix
02-08-2007, 12:58 PM
I don't know if this works for all classes' hidden chains (and my ranger isn't even high enough lvl to use Cripple yet for Swelter), but some chains like the disciple's Endowment of Life only require a certain order and have little to no time restraint on how long you have in a fight to finish the chain. Perhaps they want you to start the fight with Cripple (makes sense as an opener), then wait for endurance to refill, then mash BoW/BoS to finish Swelter and also hopefully Windsong in there. Also, this could be their evil way of making you decide between opening with Crit Shot/DA and waiting for endurance regen or just pulling with normal shots.
Now that I've defended Sigil's decisions, I will say that I think this is a really dumb change. The ranger is supposed to be skilled with ranged and melee attacks and should not have to choose between one or the other or risk running out of endurance. Also, endurance management is one thing, but they already raised endurance costs on other skills and this is just one more thing making rangers do less yellow dmg and relying on white dmg (which hasn't been increased at all other than the 5% crit on short swords...but oh wait, daggers were DROPPED 5%. Awesome.).
Wood Elf racial:Form of nature-it's broken it doesn't break det effects at all, also you can still get snared while its up. Yeah I know this isn't a ranger only problem, but I've bugged it bout 4 times.
I *know* (because I've died plenty) that in racial, I can get stunned. Stun is not considered a movement reducer <boggle> I will ask Avair about this "breaking" snares and roots or if we are invul to snares and roots. There *is* a difference. Will get back to you!
Thank you, Dimstar!! <Hugs!!>
***************************************
Just spoke with Avair. He said that we are supposed to be immune to run speed debuffs while it's on.
In racial, I have been able to break away from roots and snares, but haven't had anything other than Stun land on me in that form. Please let me know what Class is casting on you that causes this snare or root on you while you're in racial form so that Avair has info to track.
Thank you, Hon!!
I don't know if this works for all classes' hidden chains (and my ranger isn't even high enough lvl to use Cripple yet for Swelter), but some chains like the disciple's Endowment of Life only require a certain order and have little to no time restraint on how long you have in a fight to finish the chain. Perhaps they want you to start the fight with Cripple (makes sense as an opener), then wait for endurance to refill, then mash BoW/BoS to finish Swelter and also hopefully Windsong in there. Also, this could be their evil way of making you decide between opening with Crit Shot/DA and waiting for endurance regen or just pulling with normal shots.
<nods> Exactly.
Now that I've defended Sigil's decisions, I will say that I think this is a really dumb change. The ranger is supposed to be skilled with ranged and melee attacks and should not have to choose between one or the other or risk running out of endurance. Also, endurance management is one thing, but they already raised endurance costs on other skills and this is just one more thing making rangers do less yellow dmg and relying on white dmg (which hasn't been increased at all other than the 5% crit on short swords...but oh wait, daggers were DROPPED 5%. Awesome.).
Well, it's all about strat and decisions. Which thing will work best when and maybe you just have to *not* use the finisher you saved up your End for because you need to Intercept or heal.... Also, let's face it, there are some who are going to want to try to write macros to be able to bot. Sad but true. In the end, we will all choose what will do the best damage, rather than knee jerk or button mashing, which is really *good*! <smiles>
Aye! End cost increase is not pleasureable. Perhaps the regen speed can be upped or the cost reassessed as the devs see how chains are affected.
The use of our foraged (and quest reward) food for out-of-combat regen is a godsend, but that doesn't help us in combat when we need the End to effect our chains. I'm positive that dagger percentage was changed due to Rangers dual wielding them in order to raise crit chance and to make daggers more in line with other weapons (and to allow us to crit more along the same levels as Rogues, who *have* to use daggers for certain manoeuvres).
Thank you sooo much for posting! I'll ask Talisker and Avair about the End costing.
You both classes had attacks that got increased in endurance cost. These cost increases were a mistake and will be brought back down to normal in a future patch.
Disciple - We are aware of the bug with Blessed Wind not healing. We are working on the fix.
Talisker
Edit: Sorry, spoke too soon. Taunting Strike cost was increase intentionally.
Hopefully, that patch will be soon! <smiles>
Anthal
02-08-2007, 01:15 PM
Any word on the cloak turning itself off? I've definitely noticed it with Thorn cloak, as I posted above. Since I'm not of level yet, I can't confirm it happening for any of the others.
I first chocked it up to chunking, but when I was grinding in one place last night, it turned itself off twice, and there was no chunking involved. It may have to deal with stun (much like Bard songs), but I can't be sure.
- Foraged herbs do not function at all when used for their active ability... this goes for Valerion, Nighteye, etc.
*edit* - I see now that they might work... I'll test further.
<nods> The food, in particular, is to be used while you're at *rest* Thank you so much for checking into this!! <Hugs!!>
- Debilitating Shot I is not on the trainer (as mentioned before).
<nods> I'm waiting to hear back from Avair if it's one of the "learned from observation" abilities. My gut reaction is that it *is.* It's certainly high enough level to be considered "higher level" than Tiger Talisman.
- SoW disables Raki's passive movement speed buff (not just SoW but any movement speed buff... I think).
SoW stacks with mounts.... I'll ask if the non-stacking is intentional. Thank you for bringing this up!! As a non-Raki, I didn't know about this one!! <Hugs!!>
- Destructive Swarm line of spells has very little to no utility outside of fighting 4-dot or higher mobs... not necessary a bug but it'd be nice to change this spell a bit to encourage us to use it more regularly while leveling.
What damage are you seeing versus hits on mobs? Is the non-utility due to mob not living long enough for the pulses to hit or the amount of damage of each pulse?
- Damage on bows were signifcantly decreased from beta to retail... is this meant to be permanently?
I don't know if it's meant to be permanent. I *do* know that there is a risk versus reward element. When I asked Avair about bow damage equalling melee damage he said that would most likely not happen; it would be desirable damage but not equal due to not being in the same risk category of being slapped around by the mob (not his words! =P). I would still love to see bow damage upped, though, to be more in line with being a wise choice and the group not suffering from lack of DPS.
- The Summon Companion skill is far from being really useful... an extra DoT for 10min per hour... it'd be nice if it was permanent.
- We only have 2 spells that require conjuration... Summon Companion and Entangle. One has an hour recast timer... the other 3 minutes. Entangle has a high chance to be resisted unless your conjuration is high. If any of you haven't tried yet, know that evocation and conjuration are INSANELY difficult to raise to max. Before, I'd cast Entangling Web and Grasp of Earth on every mob during group leveling for almost every other mob and my skills are now 255/350 and 271/350. Now, I can level up conjuration only once every 3 minutes and a bonus once per hour. See the problem? Evocation leveling is annoying now too but at least I can spam Destructive Swarm somewhat.
<Agrees> I will ask Avair about skill-ups for the spells that we only have one of. This is not like "Summoned Globe of Light" that you can skill up during down time (e.g., have to skill up on Entangle on a mob and, as you say, we can only summon our Companion once an hour).
I'm sure I have lots more stuff but I'll post more later... o_o-b
Thank sooo much for all of this!! <Hugs!!>
I still cannot get Intercept to work at all. I have my defensive target set as our tank, I hear the "scream," yet the button remains unclickable.
Intercept I or Intercept II or ? VERY best thing to do is use v (or whatever you've set your UI to use for intercepts). Also, can make a hotbar button for it and click that instead! I have used v upon hearing the scream and it's worked very, very well! <comforts> Please try these two things and let me know if you're still having problems with it. Hopefully, will help!!
There is a huge lack of ranged weapon drops/quest rewards (I've also noticed this for shields). It's almost easier to just level artificing and craft your own.
I've not seen many bows drop, but as population increases, I'm sure hoping that we'll see more!! If you think about it, all the scout classes can use generic bows, plus War and Dread Knight can use specific bows. I'm eager to see some "Ranger Only" bows! However, crafting bows sounds like a really cool thing to do!! Is a source of pride, too!
Let me know if you still have problems with Intercept!
Any word on the cloak turning itself off? I've definitely noticed it with Thorn cloak, as I posted above. Since I'm not of level yet, I can't confirm it happening for any of the others.
I first chocked it up to chunking, but when I was grinding in one place last night, it turned itself off twice, and there was no chunking involved. It may have to deal with stun (much like Bard songs), but I can't be sure.
No word at all about Cloaks turning themselves off or versus any specific mob attack. If you notice a consistency of it turning off versus a certain attack (you'd mentioned being Stunned), please let me know!! So far, I've not had any turning off issues except with Nature's Guise upon chunking (this is a known problem). Our self-buffs (Nature's Guise, Cloaks, Talismans) are not persistent after log out, either. I'll ask Avair about this!! Thank you!!!
Thank you sooo much for bringing this up!! <Hugs!!>
Demonix
02-08-2007, 02:10 PM
I'm positive that dagger percentage was changed due to Rangers dual wielding them in order to raise crit chance and to make daggers more in line with other weapons (and to allow us to crit more along the same levels as Rogues, who *have* to use daggers for certain manoeuvres).
Well, they already "fixed" rangers using daggers for the crit chance by putting a recast on Windsong. In beta we could just spam Windsong all day with a dagger in main hand and a slow mace or similar in offhand to up the damage. After that fix there was far fewer rangers running around with dagger mainhand and it was more a matter of how you wanted to play...higher average dmg or more burst dmg with low average dmg. And rogues do so little damage right now that they NEED that huge crit chance to even come near other classes' dps. So while everybody is yelling disciple and monk nerf on this last patch, rogues got even more broken, and rangers lost a lot of options. As you mentioned, it's nice to prevent botting and doing the same thing every fight, though I think the endurance cost increase actually made it more repetitive because it severely limits the usefulness of using Swelter so people will be sticking more to BoW spam to get a Windsong and enjoy the lower endurance costs.
Cal Seraph
02-08-2007, 03:22 PM
Just to follow up, Wild, they were definitely snares/slows and roots not breaking when popping the form.
Iwantthisgame
02-08-2007, 05:00 PM
The increase in endurance cost wasn't intended there is a post in general about it. That being said any word on when we can expect tracking. The class might as well not even be called ranger without the ability to track.
Just to follow up, Wild, they were definitely snares/slows and roots not breaking when popping the form.
Thank you, Hon! I was just speaking with Avair and he said that, not only should it break the root or snare, we should be immune to them while we're in that form, as well. But it needs to be /bug reported, as it's not really a class issue (which is exactly what you all have been doing!).
Thank you, again!! I sure need all of you!!
<Hugs!!>
Ok now here is the little nifty thing that I am not really loving.
We have a cc ability that is tame, it's great if it works but the thing is that it uses evocation and I am pretty sure it's the only ability that uses this. There is practically no way to skill this up. I have even tried to spam tame but its kind of hard with it having 2 min cd.
Another thing about tame is that the tooltip says alteration and not the real evocation.
I have used this more then 500 times and have only had 1 successful tame and I am not lvl 21. It's sad to see a good ability go to waste like this.
Envenomed Strike I was raised from 10 endurance to 24 endurance this last patch... ew. Give us back our 10dps Envenomed Strike, thx. o_o-b
Anthal
02-09-2007, 02:24 AM
I'm fairly certain I've nailed down the reaosn for cloaks turning themselves off. They seem to have a hidden 1 hour timer behind them, and when it expires, it becomes inactive.
I'm not sure if it's a bug or intended, but it'd be nice to at least give us the time remaining if it's going to stick.
Ok now here is the little nifty thing that I am not really loving.
We have a cc ability that is tame, it's great if it works but the thing is that it uses evocation and I am pretty sure it's the only ability that uses this. There is practically no way to skill this up. I have even tried to spam tame but its kind of hard with it having 2 min cd.
Another thing about tame is that the tooltip says alteration and not the real evocation.
I have used this more then 500 times and have only had 1 successful tame and I am not lvl 21. It's sad to see a good ability go to waste like this.
Aye!! <agrees wholeheartedly> Actually, I spoke with Avair about this yesterday and he agrees, too! This could be handled a couple of ways (e.g., changing to alteration (which I don't like -- I like having different spell schools) or giving us a fluff spell early on that is insta-cast, no recast timer and is non-mob oriented (remember Summoned Globe of Light, anyone?) or, it could even be done other ways we didn't discuss). Not sure what 's going to be done, but the issue is known, understood and experienced on the devs' own play characters. Something will be done; just don't know what or when yet.
Thank you so much for highlighting this. It concerns not just us (e.g., Dread Knights face the same thing with one of their spells gained at a later level) and it needs to be addressed for best use of spells and abilities, so that, when we *do* get "Uber Root with DoT" we *can* actually *use* it.
Envenomed Strike I was raised from 10 endurance to 24 endurance this last patch... ew. Give us back our 10dps Envenomed Strike, thx. o_o-b
I'm *really* hoping this is part of the End cost application that will be fixed in an upcoming patch!
<hopeful face>
I'm fairly certain I've nailed down the reaosn for cloaks turning themselves off. They seem to have a hidden 1 hour timer behind them, and when it expires, it becomes inactive.
I'm not sure if it's a bug or intended, but it'd be nice to at least give us the time remaining if it's going to stick.
Thank you for taking this on!! I'm sure there are reasons why and wherefor -- I will definitely ask Avair about the rationale behind the self-buffs: whether they are pure toggle (on or off) or on a timer. If they're on a timer, would be beneficial to see the countdown (as we can with SoW and SG).
Again, thank you, Anthal!!
<Hugs!!>
The increase in endurance cost wasn't intended there is a post in general about it. That being said any word on when we can expect tracking. The class might as well not even be called ranger without the ability to track.
<Hugs> We're all with you on this one, including Talisker and Avair!! I've had many conversations with them about theoretical ways of implementation, using perception skill for this, and not having a "Poof! Now you know all there is to know about Tracking!" and display thoughts, but I don't know what or how it would work -- just had been throwing around ideas.... and Avair has some awesome ones!! I'm *really* looking forward to seeing how it all pans out, but, even as of today (9 Feb.) when I was talking with Avair, he said there is no definite timeline set for when it will be ready. Sooooo we'll all wait eagerly until then!
***********************
Update: Spoke with Avair this afternoon and he confirmed that we *will* be getting Track... just couldn't give any kind of timeframe =*( I've been discussing, theorizing and asking for it *very* regularly.... I'm going to gracefully let Talisker and him brainstorm and discuss with the coding folk.... and wait a bit before I ask again! =P <ducks>
<Hopes it's soon!!>
Anthal
02-09-2007, 04:17 PM
Another bug. Warden's Ranged Attack is interrupting the endurance regen cycle, along with skills that actually do. I'm not sure it's supposed to, since other skills that don't use endurance do not interrupt the cycle.
Another bug. Warden's Ranged Attack is interrupting the endurance regen cycle, along with skills that actually do. I'm not sure it's supposed to, since other skills that don't use endurance do not interrupt the cycle.
<Nods> We used to regen End using Wardens or Ranged attack; that changed after our class polish at the end of 5.0. Per discussion at that time with Avair, the intent *is* to be able to keep on regenning. It is on his fix list!
Thank you so much for bringing this up!! I believe it's *very* important for us to be able to use Wardens to regen so that we *can* recharge for a special melee or ranged attack!! Hopefully, the fix will be effected soon. The devs are working like crazy to keep fixing the classes that need loving. Overall, we're in very good shape, so some of our fixes are just waiting for the time to do them.
Hang in there! <Hugs!!>
gealyu
02-09-2007, 04:49 PM
Thank you so much for bringing this up!! I believe it's *very* important for us to be able to use Wardens to regen so that we *can* recharge for a special melee or ranged attack!! Hopefully, the fix will be effected soon. The devs are working like crazy to keep fixing the classes that need loving. Overall, we're in very good shape, so some of our fixes are just waiting for the time to do them.
Hang in there! <Hugs!!>
I can't speak for the devs or anything...but I believe its supposed to be like that. Wardens is a skill, therefore any use of kills interrupts the endurance cycle(even if it doesnt use endurance)..so I'm not sure that it is a bug.
I just recently started to notice this. When poping whisper of the wind and directly after that windsong, sometimes you get no damage at all from windsong, the animation shows up and the refresh timer start on windsong but no damage is dealt to the mob.
I've checked my combat log and it is as if I never used the ability. No miss, no parry and no damage.
Could someone else try to also check this? Oh btw to trigger this you need to hit windsong fast after wotw.
Vitaly
02-10-2007, 08:54 AM
Two quick things. Just wanted to reiterate that Tiger Talisman is still not appearing on trainers. I'm from Qal, but have looked whenever I get a chance when popping about Thestra and Kojan, too.
I'd also like to put out a fairly obvious idea...if we are to have these Learned Abilities, it'd be pretty important that some sort of tip-off as to what they are exists in-game. I didn't catch what level debilitating arrow is, but I'm 21 now, and I figure I should be running across it sooner rather than later. But, unless some narrative is worked in to the trainers, or some other equally obvious place, I'll probably miss it. I assume that Sigil's working on something like this, but wanted to be sure it's out there.
Sarith Silverwolf
02-10-2007, 11:46 AM
Hello, I have not posted much, but I have played a Ranger for 6+ years of EQ and in beta and now in VG. I just wanted to say that I personally love Rangers in this game, though I am only level 16, and I think that they are one of the less-broken classes around. Though I do a bit more bow damage than I think is right(I can pull a 3 dot mob a level or two above me and have it at 3/4-1/2 health before it gets to me), I think everything is pretty good. However, these learned skills are a mystery to me. I understand the concept, and I like the concept, but there is no information anywhere about what level we start learning them, what types of mobs we can learn them from, what skill it uses(I assume Tactics Recognition), how long it takes to learn them(do we get a progress bar or is it a chance thing, all or nothing). I would love to see learned skills implemented to a very high degree, even having to travel to remote places where there is nothing to do but learn that skill, have difficult trials in place before we can learn our powerful skills. A great idea, I think(though I am against instancing in gerneral, I hate it in 99% of cases) would be you travel to a remote region to find a renowned Ranger, or just swordsman or archer or axeman or whatever your weapon of choice is(I would like to see weapon-exclusive skills), and he sets up a trial for you, which basically ports you to an inaccesable zone(instance?) that has one mob that moves around alot, and quickly, and you have to track it and kill it, and in doing so you learn your skill. Put some sort of timer on it so that only the Rangers who know how to track and can play their class well can do it.
Also, I have not come across any class-specific items yet, which is kind of upsetting. In EQ I loved having my Lupine Dagger and my Dragon Horn Ykesha and Woodsmans Staff and all those other Ranger exclusive items, but all things I've seen thus far are usable by anyone who can use that category of item. In addition to the trials type thing mentioned above, there should be some similar ones for weapons, if you display mastery of a weapon(through a difficult trial(preferably solo)) then you get a nice Ranger only weapon.
As far as bugs are concerned, I've not seen a terrible number of them. Sometimes I can't get my chain off with my bow because of range issues, I'll pull a mob with crit shot at max range, and then I'll hit Dawn Arrow(Whatever the bow finisher I have is) and it'll give me a target too close error. Not often, but it happens. I would like to see more "hidden chains" ala Swelter, or perhaps some where we co-operate with other classes for similar effects. We need a larger selection of bows, I have a quest one(the only quest one I've seen) and there are about 3 that I have seen that I want other than that. I know Track is in the works, so nothing about that. What happened to all the nifty bow skills I had in beta? I can't solo pull anything now, I used to have calming shot by now(I think) to use when pulling. What happened to having an aim time on bow shots? What about called shots, are those planned to be implemented? I remember reading something about wounds that stop you from using certain body parts, can we do the same thing? Have a 30 second aim time(so as to make it useful only for bosses, special cases, etc) and a large cooldown(but very low miss chance) that can stop a boss from using a certain skill. Why does stealth work on horseback? It makes me laugh, yes, but seriously, can you sneak behind a guard on horseback and really expect him not to notice? A better explanation of our little dot things(that we get from watching a mob as we fight it) would be nice. I understand in general what it does, but a more detailed explanation would be appreciated. Are we ever going to have to worry about what weapon skills we want to use? I currently have enough points to max everything that I have any sort of desire to use at all. Is there a point where we are going to have to choose if we want to be the archery Ranger or the melee Ranger? I would prefer so. I have never, ever, seen my intercept light up. After reading this thread, I realize that the scream noise(which had previously confused me) means that I can hit that, but when it doesnt light up I often forget. I haven't noticed if there is an autoattack for our bows(I only pull with crit shot) but there should be. If we do have to choose between bow/melee or even between sword/dagger/axe, it would be nice to have some specific abilities(increased bow damage/range for bows, let bows be used at melee range for a decrease in mitigation, have swords be balanced with some utility and status effects, daggers give self haste and crit bonus, axes increase damage and decrease accuracy, things like that). I assume that there will be epic weapon type quests, which I loved(never did end up getting Earthcaller in EQ1, damned Shattered Emerald of Corruption).
Anyways, sorry for the long post, I didn't realize I had that much to say. Though I would appreciate some feedback(though I am sure there will be some).
Demonix
02-10-2007, 01:13 PM
I would like to see more "hidden chains" ala Swelter, or perhaps some where we co-operate with other classes for similar effects.
Almost every one of our skills works with other classes, but not for similar effects. If you use Blade of Summer, it gives them the Burning status. If somebody else uses a move that shows a down arrow and says Burning (no + sign), it means that it takes advantage of the Burning affect and their attack will work better, usually in the form of more damage. This turns into a lot of memorization of which skills use which weaknesses so you can keep an eye on your enemy's weaknesses and use them as other people apply the weakness. Also, most classes don't have skills that cause and use the same weakness so grouping really helps with this.
Sarith Silverwolf
02-10-2007, 04:13 PM
Almost every one of our skills works with other classes, but not for similar effects. If you use Blade of Summer, it gives them the Burning status. If somebody else uses a move that shows a down arrow and says Burning (no + sign), it means that it takes advantage of the Burning affect and their attack will work better, usually in the form of more damage. This turns into a lot of memorization of which skills use which weaknesses so you can keep an eye on your enemy's weaknesses and use them as other people apply the weakness. Also, most classes don't have skills that cause and use the same weakness so grouping really helps with this.
I had totally forgotten about all of that. I don't really pay attention to those status effects as much as I should. Do you know of where I could find a list of what classes have skills that use those weaknesses? I would greatly appreciate it.
Anthal
02-10-2007, 06:19 PM
http://wiki.silkyvenom.com/index.php/Weakness
A list of weknesses, and who applies/takes advantage of them.
Sarith Silverwolf
02-11-2007, 02:53 AM
Thank you very much. Also, I just noticed the no commentary line in the thread title. Sorry about my huge post being mainly commentary and not bugs. I get to typing and that is what happens more often than not.
C_Rad
02-11-2007, 09:38 PM
Found this one myself, I have a bow that adds to my archery, so Now I am at 402 archery...Yay, and I bought some arrows that require 250 archery and I can't use them...being level 23 my personal max without the bow is 230 obviously, but with the bow I should be able to use them, yet alas, I can not.
Sarith Silverwolf
02-11-2007, 11:37 PM
I am relatively sure that that is as intended. I am not sure if anyone here is familiar with AO, but all equipment in that game had skill requirements to equip, but you could get skill-raising buffs and be able to equip things that you should not have been able to for a long time. It made any normally-equipped person laughed at, as they were completely obsolete. I think that you have to have a base skill high enough to equip things, and it should stay like that.
Kaffis
02-12-2007, 01:45 AM
Wild, Intercept gives the message in the combat log that it is healing the mob. Is this accurate? Is it intended, if it is accurate? It's caused quite a few confounded looks from rangers in my guild. I've also noticed that I frequently get "You do not have a target" messages when I try to use it -- whenever I see that, I double check and have always had both an offensive and a defensive target.
Jovena
02-12-2007, 03:06 AM
Natures guise appears to be broken still at least for me.
I was able a few weeks back to raise it to about 10 or so stealthing in and out of aggro mobs of same level, would wait for the "?!?!" and then eventually it would raise.
Now no matter what I do I cannot raise it, I am level 10 and at 11 or so sneak/hide so I am not even near my cap.
I tried again when I logged back in and it worked, not always but enough to where it might be working as intended.
raymu
02-12-2007, 03:19 AM
Natures guise appears to be broken still at least for me.
I was able a few weeks back to raise it to about 10 or so stealthing in and out of aggro mobs of same level, would wait for the "?!?!" and then eventually it would raise.
Now no matter what I do I cannot raise it, I am level 10 and at 11 or so sneak/hide so I am not even near my cap.
That doesn't sound right... My sneak and hide are both at max (180).
You don't need to get closer to the mob to the point the mob has ??? on its head...
Anthal
02-12-2007, 03:27 AM
Sneak/Hide take a LONG time to level, but it's easy to maintain it once you cap it for your level.
The easiest way is to stealth near a stationary mob, get close enough for the "???", and then go semi-afk for about an hour.
Oculus
02-12-2007, 08:13 AM
I am having trouble with the 2x Blade of Winter effect, Freeze.
Every time I apply it to a MOB, it seems like I get stunned along with the MOB :(
I won't start to auto-attack before the stun effect wears of, it seems like I can "overwrite" it with a special attack but the global refresh makes it kinda hard to test.
gealyu
02-12-2007, 08:36 AM
Found this one myself, I have a bow that adds to my archery, so Now I am at 402 archery...Yay, and I bought some arrows that require 250 archery and I can't use them...being level 23 my personal max without the bow is 230 obviously, but with the bow I should be able to use them, yet alas, I can not.
Wait a minute..You have a bow that adds 172 to archery? That doesnt sound quite right. I got the rare version of crafted xbow and it adds 112. Anyways, the archery skill is checked before the modifier. Basically it only looks at the 230 archery skill. The reason for the +archery effect isnt to use better arrows, but to miss less often.
Tinuva
02-12-2007, 11:41 AM
I am posting this because I haven't read anyone else having this problem. Maybe you are you just are not thinking it's a problem.
Sometimes when my chains pop up I get windsong 1 to activate. I believe that when I'm currently lv 30 and using windsong 3 that windsong 1 should never activate. None of my other chains/finishers pop up at their lower level abilities, why does windsong 1? This is extremely annoying as it covers up another chain that is also activated. When you click it you get a cannot use message. I believe this to be bugged and really needs a fix.
Again, it's only windsong 1 activating when I've allready learned WS2 and 3 and using 3 atm.
Tinuva
02-12-2007, 11:58 AM
I am posting this because I haven't read anyone else having this problem. Maybe you are you just are not thinking it's a problem.
Sometimes when my chains pop up I get windsong 1 to activate. I believe that when I'm currently lv 30 and using windsong 3 that windsong 1 should never activate. None of my other chains/finishers pop up at their lower level abilities, why does windsong 1? This is extremely annoying as it covers up another chain that is also activated. When you click it you get a cannot use message. I believe this to be bugged and really needs a fix.
Again, it's only windsong 1 activating when I've allready learned WS2 and 3 and using 3 atm.
I would also ask that intercept get looked at from the standpoint of it lighting up in the chain/finisher bar. In 30 levels, prob 20+ in group, it has not 1 time lit up. If your telling me the only way to know when to use it is by sound, it is extremely broken. I know many players dont even use sound, if using this ability is sound required, I guess it it can be forgotten.
gealyu
02-12-2007, 02:00 PM
I would also ask that intercept get looked at from the standpoint of it lighting up in the chain/finisher bar. In 30 levels, prob 20+ in group, it has not 1 time lit up. If your telling me the only way to know when to use it is by sound, it is extremely broken. I know many players dont even use sound, if using this ability is sound required, I guess it it can be forgotten.
Well..a way around this is to drag it into your toolbar. It does light up there
Sarith Silverwolf
02-12-2007, 02:08 PM
Well..a way around this is to drag it into your toolbar. It does light up there
I would much rather have it with the other chain reaction type stuff as my hotbars are pretty packed with stuff already, and I keep three of them onscreen. On top of that, I have tried clicking it when I hear the scream thing and it doesn't work, perhaps it will work in a hotbar or something?
gealyu
02-12-2007, 04:54 PM
I would much rather have it with the other chain reaction type stuff as my hotbars are pretty packed with stuff already, and I keep three of them onscreen. On top of that, I have tried clicking it when I hear the scream thing and it doesn't work, perhaps it will work in a hotbar or something?
You can hit the letter v. It is a shortcut for intercepts.
Wild, Intercept gives the message in the combat log that it is healing the mob. Is this accurate? Is it intended, if it is accurate? It's caused quite a few confounded looks from rangers in my guild. I've also noticed that I frequently get "You do not have a target" messages when I try to use it -- whenever I see that, I double check and have always had both an offensive and a defensive target.
Gah! Wish I were home and not here at work! I'd check my /autolog logs! I don't recall that the message says I heal the mob, but I was intercepting a LOT yesterday. I *did* get that "You do not have a target" message, too! <boggle>
I'll ask Avair to check into this (both the "target" and the effects the Intercept has)!
Thank you for bringing this up, Kaffis!! <Hugs!!>
I am posting this because I haven't read anyone else having this problem. Maybe you are you just are not thinking it's a problem.
Sometimes when my chains pop up I get windsong 1 to activate. I believe that when I'm currently lv 30 and using windsong 3 that windsong 1 should never activate. None of my other chains/finishers pop up at their lower level abilities, why does windsong 1? This is extremely annoying as it covers up another chain that is also activated. When you click it you get a cannot use message. I believe this to be bugged and really needs a fix.
Again, it's only windsong 1 activating when I've allready learned WS2 and 3 and using 3 atm.
Aye! I've noticed that, too!! It doesn't affect the ability that fires (e.g., Equinox), but it *is* visually disconcerting!! Since the ability still works, I truly believe it's just a coding /bug. Please /bug that ingame!!
Thank you very, very much for posting this!! I notice it in the heat of battle and then play too long and then go to sleep exhausted and forget to mention it! =P Bugs are pretty interesting critters... like how in the world did *that* get in there.... and it's not always consistent, either! Sometimes the Equinox icon appears... I have all my finishers hotkeyed, so I use the reaction bar as a visual coach only. I hit my "Ctrl 5" and Equinox works well!
Thank you, again!
<Hugs!!>
Natures guise appears to be broken still at least for me.
I was able a few weeks back to raise it to about 10 or so stealthing in and out of aggro mobs of same level, would wait for the "?!?!" and then eventually it would raise.
Now no matter what I do I cannot raise it, I am level 10 and at 11 or so sneak/hide so I am not even near my cap.
I tried again when I logged back in and it worked, not always but enough to where it might be working as intended.
<Nods> Keep working it! Sometimes I get one and then don't get any for a while, and then they start rolling! Goofy thing!
I *have* noticed that it breaks more than it should.... feels *VERY* unreliable -- so, in a state of frustration, I asked Avair to pretty please have someone look at it. I was in a dungeon where lvl 33 Ranger kindly did the CR and mob lvl 30 broke his Guise <sigh> Couple days earlier, I had skills well into 240s and a mob lvl 22 broke mine! That should not happen. In close quarters with mobs about, there are times when we *have* to be in front of the mobs (can't always get behind them) or have to travel really close to them. Aggro shrinker just isn't sufficient.
Avair was a Sweetheart and said he'd ask someone to look into it. He's as good as his word.... I sure hope something is discovered and fixed!
I am having trouble with the 2x Blade of Winter effect, Freeze.
Every time I apply it to a MOB, it seems like I get stunned along with the MOB :(
I won't start to auto-attack before the stun effect wears of, it seems like I can "overwrite" it with a special attack but the global refresh makes it kinda hard to test.
I'll check it out, tonight!
Thank you for mentioning this! Keep in mind that the Freeze effect is for very short duration, too! By the time it would naturally wear off is the time (after global refresh) that you'd probably get the next attack in. For me, I want to strike with something really deadly while the mob is stunned (passive)... however, it may just be intended to stun casters to stop them from casting anything, not be a melee tool.
I would also ask that intercept get looked at from the standpoint of it lighting up in the chain/finisher bar. In 30 levels, prob 20+ in group, it has not 1 time lit up. If your telling me the only way to know when to use it is by sound, it is extremely broken. I know many players dont even use sound, if using this ability is sound required, I guess it it can be forgotten.
Well..a way around this is to drag it into your toolbar. It does light up there
I agree. I have all my special *reaction* icons in my hotbar because there are times (with finishers) that I have to choose from between two. I expanded that to include Rancor and Intercept, as well. However, you are absolutely right!! Some folks play with no sound and some people are hearing impaired! A work around isn't good enough. This is buggy and needs to be fixed. It's not the Class Developer's bailiwick, but I'll ask Avair to please let coding know about this!
Thank you!!
I can't speak for the devs or anything...but I believe its supposed to be like that. Wardens is a skill, therefore any use of kills interrupts the endurance cycle(even if it doesnt use endurance)..so I'm not sure that it is a bug.
I did speak with Avair about this after we received our "specials" but the Warden's wasn't regenning. He told me that Wardens was the ranged equivalent to autoattack for melee and that they are working on it.
I don't know why it worked before (regen during Warden's) and now it's not, but I hope it *is* fixed soon. It *is* our autoattack for ranged.
I just recently started to notice this. When poping whisper of the wind and directly after that windsong, sometimes you get no damage at all from windsong, the animation shows up and the refresh timer start on windsong but no damage is dealt to the mob.
I've checked my combat log and it is as if I never used the ability. No miss, no parry and no damage.
Could someone else try to also check this? Oh btw to trigger this you need to hit windsong fast after wotw.
I can confirm that I've experienced the same thing. I'll as Avair about it. I've developed the habit of hitting Windsong and then looking for a "Resisted" floaty or something, then glancing over for coloured text (I changed my damage to yellow, so I can see at a glance what I hit for. I'll ask Avair about this. If it's broken, I'll add it to our Bugs/Issues Post; if not, I'll come back and share!
Thank you for mentioning this!! <Hugs!!>
Two quick things. Just wanted to reiterate that Tiger Talisman is still not appearing on trainers. I'm from Qal, but have looked whenever I get a chance when popping about Thestra and Kojan, too.
I'd also like to put out a fairly obvious idea...if we are to have these Learned Abilities, it'd be pretty important that some sort of tip-off as to what they are exists in-game. I didn't catch what level debilitating arrow is, but I'm 21 now, and I figure I should be running across it sooner rather than later. But, unless some narrative is worked in to the trainers, or some other equally obvious place, I'll probably miss it. I assume that Sigil's working on something like this, but wanted to be sure it's out there.
Thank you for the update! I'll let Talisker and Avair know! Many times they fix things but have to wait for it to go to QA, then patcher. They often want something to go in right away, but are not in control of when it actually makes it in.
Thank you!!
Hello, I have not posted much, but I have played a Ranger for 6+ years of EQ and in beta and now in VG. I just wanted to say that I personally love Rangers in this game, though I am only level 16, and I think that they are one of the less-broken classes around.
I love the Vanguard Ranger, too!! Actually, it is all the input, feedback, /bugs and love that all of you have for our class that makes it really Fun and Effective!! Talisker and Avair have so many hopes for cool things for us... I only hope that it can all happen <smiles> All I do is cull, homogenise, answer, and discuss, plead, beg (just kidding), with Talisker and Avair! If our Class is fun, it's due to all of the Beta Rangers and now You, the Vanguardian Ranger!! <Hugs!!>
Though I do a bit more bow damage than I think is right(I can pull a 3 dot mob a level or two above me and have it at 3/4-1/2 health before it gets to me), I think everything is pretty good.
Unfortunately, that ratio changes substantially at higher levels. I hardly scratch mobs now with a Crit Shot... well, okay, I scratch it, but it certainly does not have the punch that it has at lower levels =*(
However, these learned skills are a mystery to me. I understand the concept, and I like the concept, but there is no information anywhere about what level we start learning them, what types of mobs we can learn them from, what skill it uses(I assume Tactics Recognition), how long it takes to learn them(do we get a progress bar or is it a chance thing, all or nothing).
By way of example, I was in a Ruins of Trengal Keep group. I was tanking Shinak Assassin. All of a sudden, I got a flashing message that I was learning Keen Eye. A few melees later, I got the message that I learned Keen Eye and it was in my combat journal abilities tab. Since, it has been removed, but that would be the way to learn something from an adversary. Not certain how to learn something from an ally, or even if we *will* learn from allies. But there you have an example of one way of learning an ability: Fight the mob.
I would love to see learned skills implemented to a very high degree, even having to travel to remote places where there is nothing to do but learn that skill, have difficult trials in place before we can learn our powerful skills. A great idea, I think(though I am against instancing in gerneral, I hate it in 99% of cases) would be you travel to a remote region to find a renowned Ranger, or just swordsman or archer or axeman or whatever your weapon of choice is(I would like to see weapon-exclusive skills), and he sets up a trial for you, which basically ports you to an inaccesable zone(instance?) that has one mob that moves around alot, and quickly, and you have to track it and kill it, and in doing so you learn your skill. Put some sort of timer on it so that only the Rangers who know how to track and can play their class well can do it.
This was on our "Wish List" back in beta. I was told that if specialisation branches come into play, it would be introduced later on. I know that the devs are jamming on finishing the polish on classes, tweaking damage and bringing us into line with their vision for challenge and effort for rewards. I hope we *can* have this!
Also, I have not come across any class-specific items yet, which is kind of upsetting. In EQ I loved having my Lupine Dagger and my Dragon Horn Ykesha and Woodsmans Staff and all those other Ranger exclusive items, but all things I've seen thus far are usable by anyone who can use that category of item. In addition to the trials type thing mentioned above, there should be some similar ones for weapons, if you display mastery of a weapon(through a difficult trial(preferably solo)) then you get a nice Ranger only weapon.
It's in the works!! I have been told already of one Ranger-Only bow that is a boss mob drop in a dungeon. I don't know if that one will stay Ranger Only, but I *do* know that the devs are sympathetic to the idea! Just a matter of time, of more population, and drops <smiles>
As far as bugs are concerned, I've not seen a terrible number of them. Sometimes I can't get my chain off with my bow because of range issues, I'll pull a mob with crit shot at max range, and then I'll hit Dawn Arrow(Whatever the bow finisher I have is) and it'll give me a target too close error. Not often, but it happens.
I do, too. When I check my distance, I should be in range, but it's on the cusp. Could just be a lag between actual distance and what we see the meter record. Usually, there is no problem.
I would like to see more "hidden chains" ala Swelter, or perhaps some where we co-operate with other classes for similar effects.
We have them! (I'm behind on this -- I see that there have been responses to this comment and your responses! Thank you, all, for your patience!)
We need a larger selection of bows, I have a quest one (the only quest one I've seen) and there are about 3 that I have seen that I want other than that.
I'm sure that as our world gets more populated, there will be more and more! <smiles>
I know Track is in the works, so nothing about that.
Hopefully, soon. Definitely not until the other classes have had a polish.
What happened to all the nifty bow skills I had in beta? I can't solo pull anything now, I used to have calming shot by now(I think) to use when pulling.
Instead of getting everything by 20 and having nothing to look forward to after that but upgrades, Talisker and Avair set several to different levels. Can't say I like not being able to Fear Animals for a VERY long time (lvl 38), but I understand the reasoning behind it.
What happened to having an aim time on bow shots?
Gone so that we can have chains on bow shots.
What about called shots, are those planned to be implemented? I remember reading something about wounds that stop you from using certain body parts, can we do the same thing? Have a 30 second aim time(so as to make it useful only for bosses, special cases, etc) and a large cooldown(but very low miss chance) that can stop a boss from using a certain skill.
That was pulled at the end of 2.0. It was part of the old coding (pre-SoE) so I don't know if we'll have it or not. I really liked it and I know others who did, too. But it was pulled because it was cumbersome for many. Hopefully, an iteration of wounds can come back in. You never know!
Why does stealth work on horseback? It makes me laugh, yes, but seriously, can you sneak behind a guard on horseback and really expect him not to notice?
We have horses with Hide/Sneak skills, too!! <smiles>
A better explanation of our little dot things(that we get from watching a mob as we fight it) would be nice. I understand in general what it does, but a more detailed explanation would be appreciated.
The target to the left side of the offensive target window connotes our Form of Aggression. We get better and more skillful at what we do the longer we do it, whether it's melee or ranged.
The red line grows to almost encircle the target graphic if you continue in your combat skill long enough. Each time the red line reaches the end of it's length, a red dot pops up. One dot = Form 1, Two dots = Form 2, etc. The higher the form, the more attack benefit you have versus the mob. Hope this helps!
Are we ever going to have to worry about what weapon skills we want to use? I currently have enough points to max everything that I have any sort of desire to use at all. Is there a point where we are going to have to choose if we want to be the archery Ranger or the melee Ranger? I would prefer so.
See above re: specialisation.
I have never, ever, seen my intercept light up. After reading this thread, I realize that the scream noise(which had previously confused me) means that I can hit that, but when it doesnt light up I often forget.
Aye. Other posts on this. Drag Intercept to your hotbar, it will light up from there, but I will ask Avair about the reaction bar. It may well be a coding thing.
I haven't noticed if there is an autoattack for our bows (I only pull with crit shot) but there should be.
Hopefully. I have discussed this with Avair.
If we do have to choose between bow/melee or even between sword/dagger/axe, it would be nice to have some specific abilities(increased bow damage/range for bows, let bows be used at melee range for a decrease in mitigation, have swords be balanced with some utility and status effects, daggers give self haste and crit bonus, axes increase damage and decrease accuracy, things like that). I assume that there will be epic weapon type quests, which I loved(never did end up getting Earthcaller in EQ1, damned Shattered Emerald of Corruption).
<Nods> I hope there is a specialisation opportunity soon. I don't want to outgrow when that would take place. Suffice it to say that Talisker and Avair want to their best for us and are working really hard on all the classes. There will always be something to look forward to!
Anyways, sorry for the long post, I didn't realize I had that much to say. Though I would appreciate some feedback(though I am sure there will be some).
Thank you so much for posting! but, Aye, this is a /Bug Issue thread, not a commentary one! <grins!>
Hope these responses help a bit! <smiles>
Anthal
02-13-2007, 05:48 PM
Occasionally Whisper of the Wind doesn't proc. Can this miss or resist on yourself?
I've also noticed that if Fleetblade doesn't crit (or if you don't use windsong) the buff goes away. While that is probably intended, sometimes after the fight has ended, the buff re-appears. Is the icon just going away, while the buff sticks, or is this just a graphical error?
Edit: Found abit more about this. If you don't use the proc, and try to summon it next time, one of two things seems to be happening. Either you get the timer from the previous (20s, 30s, or however long was left), or you don't get the proc buff at all. The proc may still be happening and boosting Windsong, but I can't really tell.
I'm wonder about something here. When triggering whisper of the wind and fleetblade not criting then you can obviously not do any windsong. The thing I am wondering about is why does wotw last for 1min when it goes away when you do your next ability attack? Seems odd that it lasts for 1 min and if fleetblade don't crit you have no benefit of the timer.
Anthal
02-14-2007, 03:14 AM
A bit of followup on that, Caed. The timer and icon definitely go away when you use an ability other than Windsong. However, if you wait 5-10 seconds without using skills, it comes back, even in combat. Once you actually hit windsong, or the timer runs out, it goes away for good (well, until the next time you proc it).
I'm not sure if the "hidden" buff is actually adding damage as my windsong has such a wide damage range, but the only way to ACTUALLY get rid of the proc is to use windsong, or let it expire.
Another minor bug that I'm surprised hasn't been mentioned: The floating circling shields on our cloaks seem to go on vacation after a while. The buff remains, but with no visual representation. For some reason they flicker on and off at times, particularly when stunned, but never permanently. It'd be nice to have the visual so I know when the maybe-bug-maybe-not causes the cloak to turn itself off.
Please bear with me here <smiles> I have a few answers from Avair on several issues and just want to post them (and then will copy to vgrangers) so that you all are on the same page with me.
Tiger Talisman: Talisker said it would be put on trainers. But many of you have reported that you cannot find it on the trainers! Avair checked on the trainer table and it's there! I asked him when that would go *live,* and he responded that it should be on ALL Ranger Trainers next patch!
Nature's Guise: The bane of my existence because I am SUCH a baby and want a dependable stealth because I don't like dying <grins!!> It has been breaking on lower-level-than-stealth-skill mobs and is an aggro range reducer rather than an invis.... Avair's response was that they are going to decrease the chance that stealth is seen through. No promises when that will happen, but said that it "should be coming soon."(TM) <grins!!> On that happy day, I think you'll *all* hear me shouting for joy!
Whisper of the Wind: It is there to boost Windsong damage but, oft times, Windsong is activated (and greys out and timer runs for re-use), but *no* damage is done (no floaty numbers, no combat damage spam, but no resists or dodges or whatnot, either). Avair's response is that Whisper does *not* guarantee Windsong, it *is* there as a boost in case Windsong *does* fire..... as to the Windsong greying out and re-use timer running, but no damage... he asks that we PLEASE try to see if there is a noticeable pattern when that happens, and let me know.
Freeze: Its duration is the same as the refresh, so we can't do any special melee or damage attacks while the mob is stunned. Is it a cast-stopper only? Aye! It is a cast-stopper!! It lowers the mob's DPS and disrupts them. If it were any longer than 2 seconds, it would not be an *interrupt*, but would be a *break on hit* kind of ability, which is NOT its intent. Sooooo only use Freeze for a quick stun/cast stopper .... that's its purpose!
Intercept: Goofy text about healing/doesn't always light up -- I am using Intercept II and it works well!! I have not seen any text about healing anyone (mob or defensive target) but I *do* see that I am jumping in the middle (so to speak) and damaging the mob instead of the mob damaging my defensive target (my combat text is along the lines of "Intercept II hits "mob of destruction" for 342 damage" (wishful thinking) =P ). It *is* working as intended. I will also put Intercept I on my hotbar and work with that to see combat text and report back if it says it's healing the mob.
Btw, the icon does not always light up when it is useable... it lights up when your defensive target falls below 25% of health.
Reaction Bar Window and Mysterious Windsong I appearance: Very buggy and they're trying to nail it down and fix it. Hotbutton Equinox and just use that button, it works well that way!
Fletching: Only 5 arrows yield is not very many when some components are uncommon. Avair has increased this to 10!! Not the 20 we were used to having when we fletched similar to Crude Flight arrows, but these arrows are WAY better than Crude Flight arrows! <nods> Hopefully, this will be coming to us in a patch soon!(TM) =P
Talisker and Avair are working very hard for all of us!! Thank you for reporting the bugs you find!!! Together, we're getting better and better!!
<Hugs!!>
dimstar
02-14-2007, 08:37 PM
HA figured it out, the windsong 1 problem
when looking at the ui you'll have
blade/dawn/windsong on the chain window, the problem happens when windsong pops up into blade/dawn slot on ui, so it would look like
windsong1/dawn or blade/windsong1 and this causes it to turn into windsong 1 vs windsongX, ALSO I have my current lvl of windsong2, in the hotbar, and even when windsong1 triggers in the wrong UI slot, you can't use the windsing2 in your hotbar, only the wrong lvl of windsong is active and can be triggered
Regrowth casting time, I really fail to see how unbalancing it would be for us to have it at 1.5s or 2s casting time, currently at 3s its really hard to use to try and save some like a light armor user. Also it's only 280ish when you first get it anyways.
Terinos
02-14-2007, 09:38 PM
I'm not sure if someone else has mentioned this, don't really feel like going through the pages of this post to see if it has been mentioned. But Entangling Web II (and maybe the others) is listed as an alteration, but twice today when I cast it I got Conjuration skill ups.
dimstar
02-17-2007, 12:40 AM
Blade of Storms:
So I finally dinged 26 today and was happy, cause I gained access to the best ranger ability. Only to find out it has a 60S REUSE ON IT. Now this is our only true AE ability, not only does it requiring using another special to trigger it, but it likes to agro stuff above and below you. So its a really limited ability if your in a dungeon. It's mostly used for exp grinds or faction/cash farming. Can we look at getting the reuse timer lowered.
Or another idea each increasing level of blade of storms has a lower refresh time, lvl1-45s, lvl2-35s,lvl3-25s
Feral Strike I and II were removed from the game or at least removed from the trainers... I'd appreciate having the skill back to make good use of Parry. Feral Strike I was a LvL 42 skill... beg and plead for the trainers to let us have it back ASAP? Thx... =D
Also... the recent nerf on Regrowth is absolutely absurd. It calls for Rangers to be a cookie-cutter class where everyone distributes their stats the same. I'm a Raki Ranger (the only one that's of any decent level and ironically the highest lvl ranger world-wide)... I get a bonus to my vitality every level in sacrifice of the other stats ppl prefer in wood elves and halflings. The vitality increases my regen as well as the effeciency of my HEAL... hence how I've differentiated myself from all other rangers world wide it seems. Now, Regrowth has turned into a pile of worthless trash where even if I had +500 vitality, it'd still not be worth a cast at all. Not all rangers whore out their dex, str, and con. Not all rangers are wood elves and halflings.
Oh, and on the note of the Raki's, any chance you can mention how our passive "Animal Reflexes" (+10 move speed permanently) is STILL bugged and does not work at all, especially if any type of movement modifier is cast on you.
Oh, and on another note... the 60sec duration of Night Eye is a joke. =/
Hopefully will hit something close to 50 soon... looking forward to Feral Strike being add'd back in... =x
Alcatrez
02-19-2007, 04:09 AM
Our heal is a complete joke. You might as well just removed it from our entire spell line-up.
1. Charm? wtf, we can only charm animals, yet it gets resisted 95% of the time. This goes along with animal fear and calm. A total joke.
2. Nighteye; 60 sec duration? You have to be kidding me.
Alcatrez
39 Vulmane Ranger
Tharridon
Anthal
02-19-2007, 01:43 PM
Our Talismans and Cloaks are costing energy every few seconds. I noticed that my energy would fluctuate between 98% and 100% when idle, after turning off my cloaks and Talismans it went away. The only cloak that doesn't seem to be eating energy is the Thorn Cloak.
Rintar
02-20-2007, 02:56 PM
Thank you sooo much for bringing this up!! <Hugs!!>
my thorn cloak is constantly turning itself off at chunk lines and such FYI..
Dystopic
02-20-2007, 07:22 PM
tiger talisman doesn't seem to be adding the 15% increase to melee damage as listed.
tested this in both pve and pvp and noticed no increase in my auto attack or ability damage.
I've only seen one War Bow drop in my 42 levels of grinding so far... any chance the Dev's will plan on releasing more War Bows, preferably itemized ones, in the future?
Also, any chance of a ranger-specific bow as War Bows are ranger/warrior specific?
Offensive Style - Increases damage while reducing avoidance.
Well, nothing is shown based on our stat sheet.
Evasive Style - Increases avoidance and dodging abilities while reducing damage.
Defense(parry%) is up, but damage isn't reduced.
Style of Precision - Increases accuracy while lowering mitigation.
Mitigation is shown on AC, but it doesn't change with this style. Accuracy? Nowhere can tell again.
At chunk lines:
Cloaks off. Talisman off. Form off. Titles off. Torches off.
Anthal
02-21-2007, 02:01 PM
Offensive Style - Increases damage while reducing avoidance.
Well, nothing is shown based on our stat sheet.
Evasive Style - Increases avoidance and dodging abilities while reducing damage.
Defense(parry%) is up, but damage isn't reduced.
Style of Precision - Increases accuracy while lowering mitigation.
Mitigation is shown on AC, but it doesn't change with this style. Accuracy? Nowhere can tell again.
You know that little meter that ticks up during combat? That has a direct affect on your char based on your current style. The only one that seems to have a noticable difference outside of combat is the Evasive Style. I can assure you that your stats are changing the longer you are in battle.
WOW! Lots of things!!!! Thank you, all!!!
I have my notes and will double-check some things and discuss others with Avair! I'll report back when I have some answers!
Thank you, again!!! You all are the BEST!!! Really.
I was going to edit my last post, but decided that this update is worthy of its own post!!
Regrowth:
I spoke with Avair last night and we discussed healing numbers versus level, HPs and stats...
He'll be bumping up Regrowth!!! Not to where it was (I was told that our healing ability was being exploited by some Rangers.... Grrrrrrrr), but definitely better than where it is now! Because of said exploitation (and pvp balancing) I would not expect that our heal will be any faster than it is. But, at least it'll be doing a bit more healing when the change gets patched in!
Track:
Other class revamps have taken (and rightly so) precedence in the Devs' minds and time, but when I was talking with Avair last night, I asked him if there was any word on Track....
He told me that, in two weeks, he'll be able to turn his energies to Track!!! Hope with me that all goes smoothly and well and that what is envisioned is possible coding-wise!! Soooo as with all things in life, emergencies arise, staff is sick, and whatnot.... I'm not holding Avair to two weeks and then pestering him as to how it's going.... Nor should anyone else. I appreciate more than I can say that we have a timeframe for when it will be worked on instead of a nebulous "it's coming."
So, what was once mourned for not being in our line-up of spells and abilities will soon be in our grasp... or UI... or <grins!!>
Soooooo GREAT news on two fronts!!
<dances>
Dystopic
02-21-2007, 08:11 PM
DEX isn't increasing ranged damage like it should be, and STR seems to be increasing ranged dmg.
switched out my +11 dex/str chest piece for a +47 dex piece and my ranged attack dropped from 216 to 206.
Kadaj
02-21-2007, 11:04 PM
Arrows, Crafted or Store-bought are not increasing Ranged damage one bit.
Im Lazy, so i buy mine.
Crude Light Shot to the 52 damage lightshot (forget name) had no damage different at all, so i decided to craft some Polished Warden's Arrow (67 dmg) again, no difference from Crude Light Shot.
Arven
02-22-2007, 12:23 AM
I was going to edit my last post, but decided that this update is worthy of its own post!!
Regrowth:
I spoke with Avair last night and we discussed healing numbers versus level, HPs and stats...
He'll be bumping up Regrowth!!! Not to where it was (I was told that our healing ability was being exploited by some Rangers.... Grrrrrrrr), but definitely better than where it is now! Because of said exploitation (and pvp balancing) I would not expect that our heal will be any faster than it is. But, at least it'll be doing a bit more healing when the change gets patched in!
Track:
Other class revamps have taken (and rightly so) precedence in the Devs' minds and time, but when I was talking with Avair last night, I asked him if there was any word on Track....
He told me that, in two weeks, he'll be able to turn his energies to Track!!! Hope with me that all goes smoothly and well and that what is envisioned is possible coding-wise!! Soooo as with all things in life, emergencies arise, staff is sick, and whatnot.... I'm not holding Avair to two weeks and then pestering him as to how it's going.... Nor should anyone else. I appreciate more than I can say that we have a timeframe for when it will be worked on instead of a nebulous "it's coming."
So, what was once mourned for not being in our line-up of spells and abilities will soon be in our grasp... or UI... or <grins!!>
Soooooo GREAT news on two fronts!!
<dances>
Wild, is our regrowth issue due to PVP servers? I distinctly remember them saying they were going to be patching the PVE and PVP servers differently and that the other rule sets would not affect each other. If they nerfed our regrowth due to pvp balancing then they need to redo that immediately!
Sarith Silverwolf
02-22-2007, 12:50 AM
My arrows seem to increase ranged damage by a bit, but I will test further next time I log in...As for the Dex and ranged damage, I also have seen 0 improvement from my 170+DEX(at level 18).
Something I'd like to know is if our pets are ever going to be worth using. I was excited when I hit 18, I summoned my pet, and it hits for <40 damage. Are the pets actually supposed to add a decent amount of DPS, or are they just toys to mess around with?
Wild, is our regrowth issue due to PVP servers? I distinctly remember them saying they were going to be patching the PVE and PVP servers differently and that the other rule sets would not affect each other. If they nerfed our regrowth due to pvp balancing then they need to redo that immediately!
I read "PvP" into what I was told because that would make sense to me! Gah!!! I didn't know they were being handled separately, although that makes perfect sense!!
As to Regrowth, Avair said he would bump it up. So, I trust him to do so. Since I was told that it had been abused by Rangers on (an)other server(s) (probably so I wouldn't browbeat all the Rangers on Shidreth! <grins!!>), I can only imagine that it could be abused by healing yourself when soloing (in group situations with multi-dot mobs, our heal really doesn't do much and it is rather slow to heal the light armour wearers =/) -- but your guess is as good as (or perhaps even better than) mine!
Sorry for my reading PvP into that abuse.... I just can't figure how a person normally hunting could abuse a heal... Clerics solo and Disciples solo and Bloodmages solo and Shamans solo (and have deadly pets, I might add) and their heals are distinctly faster and much larger than ours (as they MUST be, because that's their area of expertise; it is NOT our area of expertise).
Arven
02-22-2007, 10:45 PM
Wild, Faelor posted on the ranger board about his email he sent asking about any pet changes coming. The reply seemed like they don't plan on any changes for a good while. Could you possibly ask if they can at least change the cooldown and duration of our pet and possibly giving it a few more hitpoints.
10 minutes and a 1 hour recast time is just unreasonable for a pet that can be killed with 1 single hit. I fought a jackal the other night, it did an aoe affect and killed my pet in 1 shot. I had my pet out for a whopping 2 fights and he was killed on the second fight by the aoe. So even if they dont want to make big changes to the pet, could we at least get to have him out longer and not have to wait an hour before we can recast him?
Sarith Silverwolf
02-23-2007, 01:19 AM
Our pets are as good as useless it seems. 10 minutes per hour we can have a pet that gets killed in 1 hit and hits for a max of ~50. I can outdamage my pet using my fist, seriously. They need to either give it a few more HP and make the duration:refresh ratio a bit better, or raise the damage a ton and have it be a useful ability. Either way, I'd be happy. As it is now, I summon it as a joke in groups, it's barely even worth the effort to do that.
Nolevox
02-23-2007, 05:05 AM
"Offensive Style - Increases damage while reducing avoidance.
Well, nothing is shown based on our stat sheet.
Evasive Style - Increases avoidance and dodging abilities while reducing damage.
Defense(parry%) is up, but damage isn't reduced.
Style of Precision - Increases accuracy while lowering mitigation.
Mitigation is shown on AC, but it doesn't change with this style. Accuracy? Nowhere can tell again."
I've noticed this too. Seems like evasive is the only stance that does anything. The other 2 are broken.
A little feedback on the last patch.
The problem with windsong (and occationally equinox) that they didnt do anything when used seems to be better. Before I lost windsong dmg/miss or anything about 70-80% of the time. Now it might be down to 5-10%. Equinox seems fine again.
Also on the stances, the offensive stance work. If you have your character sheet open while fighting you can see your attack go up each time another red dot fills in.
Evasion seems to work also but I am a little puzzled about the precision stance as I haven't noticed any less misses then when I use any of the other stances.
ZNICK
02-23-2007, 06:30 PM
" Evasive Style - Increases avoidance and dodging abilities while reducing damage.
Defense(parry%) is up, but damage isn't reduced.
I've noticed this too. Seems like evasive is the only stance that does anything. The other 2 are broken.
I disagree. When I go into evasive stance I do a LOT less damage. It takes me forever to kill things in this stance, and when I switch back to either of the other two it's a refreshing damage boost. It's like "wow, I'm finally hitting again"!
Z
(I was told that our healing ability was being exploited by some Rangers.... Grrrrrrrr)
... I can only imagine that it could be abused by healing yourself when soloing ...
Are you implying that my 15% ~ 25% per hour exp while solo'n using regrowth to eliminate any sort of downtime was the cause of our Regrowth being nerfed? I've been told that the devs / lead GMs watch my party and I... but this, I am flattered whether you directly meant me or not. LOL.
By the way... how is using a heal to maximize exp efficiency considered an exploit?
Oh, and while I have your attention... our "Nature's Remedy" doesn't do anything still... Tame III uses Conjuration instead of Alteration as stated on the tool tip (probably the case with all Tame spells), and Raki's passive racial "Animal Reflexes" turns off after any movement speed modifier is cast on yourself. o_o-b
Alcatrez
02-25-2007, 01:14 AM
1. Tame, as Grr said, is using Conjuration.
2. Any news on what mobs Feral Strike and Wind Talisman is learned off of?
3. Even though patch notes said it was fixed, our talismans and cloaks still toggle off after a certain amount of time and also while chunking.
4. Can we get an increase on our foraged items duration? Five minutes is hardly anything, at least 10 minutes would be nice (which is still too low). As well as nighteye only lasting 1 minute, thats just rediculous.
Alcatrez
43 Vulmane Ranger
Tharridon
Anthal
02-25-2007, 01:51 PM
Poison Shot has no animation.
When you click on a chain ability (namely Arrow of the Sun, and Solstice Blade) before the global recharge is done, the chain is ended.
Ranged Attack and Warden's Ranged Attack will allow you to chain into Dawn Arrow upon crit but NOT Arrow of the Sun unless Dawn crits... where as using any endurance-required ranged attack allows you to use Arrow of the Sun regardless of whether Dawn Arrow crits or not.
Also, our root is over-written and essentially breaks if a mob hits us and our winter cloak triggers a root on them.
Masita
02-25-2007, 06:38 PM
-Dex ranged damage bonus is bugged, it doesnt increase ranged damage... Strenght increases ranged damage instead
-pet useless
-resist rates on Tame, Entangle, Entangling Web way too high... this is because these abilities use Conjuration instead of Alteration. I really tried for hours to get Conjuration skill up (chain casting Entangling Web), but the level vs. Conjuration gap further increases. Please have a look!
-Swelter and 2 sec stun get resisted a bit often
-loot table: too many Pristine Chicken Feathers, other ingredients are rare.
Night Eyes and Root Grubs don't stack automatically.
Assembly macros don't work anymore for me (?)
-Wardens Ranged Attack stops endurance regeneration, this cuts down our ranged damage drastically (damage vs endurance ratio is bad anyways, besides Critical Shot -> Dawn Arrow Chain... honestly I would even say make Deadly Shot endurance free... I know we are not designed as an archer class)
-stances not working (already mentioned)
-sometimes Windsong pops up where Dawn Arrow is placed in reaction bar.
-Windsong misses often
-talisman/cloak still wears off
Petition: Please give us an ability to choose which stack of arrows in the quiver to use. Placing full quivers into inventory would be fine as well.
Alcatrez
02-26-2007, 06:42 AM
Windsong is fine, it doesnt miss a lot at all.
Defense and Offensive stance work as intended as far as ive tested. Accuracy doesn't seem to tho.
Alcatrez
43 Vulmane Ranger
Tharridon
Summon Companion 1000% useless and have chunk bug!!! i lost my useless pet in all chunks
To fix remove this useless spell and change Tame to 1min recast or allowing controll for 1min
Nyvinyd
02-27-2007, 11:34 AM
-Dex ranged damage bonus is bugged, it doesnt increase ranged damage... Strenght increases ranged damage instead
I came here to post this after I bought a full set of Brute's gear and dropped in damage output. It should have improved my damage by about 50. The dex tooltip says yes, my ranged damage tooltip says no, and I've tested my damage both with and without the gear on. No change.
Nikonius
02-28-2007, 12:35 AM
Nothing in the up coming patch for rangers.
I am amazed that 8 years after EQ was released game developers are still struggling with borked skill sets. How many patches has there been since we have asked our skill sets be looked into so our snares/roots/swelter/freeze/etc doesn't get resisted at such an insane rate?
So reporting the same bugs as everyone else.
- Snare, swelter, freeze, and Entangle resist 90% of the time against even-4 lvls higher mobs.
- Unsure what skill works on what ability, especially from a chain effect.
- Stealth is too gimped. Either movement speed needs an increase or detection by +4 lvl higher mobs needs to decrease a LOT.
dimstar
02-28-2007, 08:10 AM
Damage shields are breaking root, kinda of makes it hard to CC things when you have thorn coat up, a mob hits you and the root you just casted on it breaks lose after its only been on the mob for 2 seconds. Somehow I don't think this problem was meant to be. Also I'm not trying to CC with autoattack going. A ranger should be able to use the extra ac from thorn cloak while trying to root mobs.
Nyvinyd
02-28-2007, 09:16 AM
Damage shields are breaking root,Damage shields also cause you to fall off your horse. Since you are "attacking" the enemy with your shield, you drop.
buckeye
02-28-2007, 11:31 AM
Looks like no Ranger love in tomorrow's patch :rolleyes:
Limit
02-28-2007, 11:53 AM
Splitting arrow doesn't go dark if the mob is out of range and still takes the arrow out of your inventory when it fails.
/limit
Faelor
03-01-2007, 12:27 AM
Dusk Arrow and Poison Shot do not stack at the moment. Dusk Arrow will over-write Poison Shot.
Alcatrez
03-01-2007, 01:03 AM
I love how they stealth nerf us all the time.
1. Poison shot doesn't stack
2. Ferocity now ONLY increases melee dmg and ranged dmg, not ability dmg.
Arven
03-01-2007, 02:13 AM
Just in case they want any numbers on how hard it is to raise evo and conj. This one is just evo.
In 280 casts ( of our swarm spell you get at 30) fighting level 15 creatures (I am level 30) I got 14 skill raises. That was being able to cast it 7 times per creature and even though these were only level 15's and easily killable via weapon afterwards, those 280 casts took more than an hour when having to sit down and eat after every fight. I have also tried casting it on higher mobs than myself and all the way down to level 8 mobs (which as a side note resisted me 5 out of 7 casts LOL).
Just as a reference, I started out with a 73 evo skill and ended up an 87. I am currently up to 92 after 2 days.
silversnake
03-01-2007, 04:02 PM
This was posted on another board:
[ warning: this post uses some sarcasm and a cynical style. this post is not written in anger or frustration, but in disappointment ]
Hi rangers,
I'm going to be up front: this is going to sound like a whine thread. A big whiny thread. No, you can't have my stuff, and yes, I love the game. It's the best MMORPG I've ever played, but our class is way broken.
Yes, our DPS is good, and that's why we're able to compete just fine. But a complete, unique class we are not. Just thought I'd write down what's been irritating me. I think what disappoints me the most is that we have NOTHING to look forward to after level 25 or so. It's just the same old upgrades to boring damage abilities, or useless junk abilities (detailed below).
After 36 levels I enjoy this class, but to be honest, over 50% of our class-specific abilities are either useless or implemented in such a way that they're effectively useless. I suspect that this has something to do with the way the game was released earlier than planned, but these are things that new rangers should be aware of. Perhaps I'm a little too harsh on some of these points, but in many cases I wish we had NO ability rather than the borked ability that we do. Then we'd have future implemented abilities to look forward to. Right now I look at our list and think "even if they fix these so they work, they're still a waste of time".
It's actually quite astounding at how much work needs to be done on our abilities.
So let's get started....
** Forage
This one's defines useless. You get the uber abilitiy to click a button once every 30 seconds (hmm, reminds me of "Lost") to find non-stackable (oops) crap. You can get useless mushrooms (how appropriate), useless flowers, or useless arrow/bolt parts. Yay.
If you happen to get lucky enough after 5 minutes to find the right parts, you end up with 10 arrows. OMG. How uber. Do you have ANY idea how long 10 arrows lasts? At level 36 you're using an average of 3 a fight, 4 if you're lucky. So you spend 5 minutes making enough arrows to last you 30 seconds. lol. It's also mind numbingly irritating having to sort through the crap to find arrow parts. Trying to manufacture arrows is like drilling a hole in your head with a blunt drill bit.
Save yourself irritation. Buy arrows before you go out. Lots of them. Buy 20-slot bags, and fill one of them with tons of arrows. Then delete forage from your abilities.
Oh, and if you think I'm going to store non-stackable mushrooms that give me 2% dodge and have to activate them every 40 seconds to keep such a useless buff up, you've been consuming too many of those mushrooms yourself.
** Summon Companion
Oh, this one's a hoot. You get an animated creature to follow you around and do nothing. At level 36 it does no damage. I sometimes summon it up just to get laughed at by party members. The saddest part is that when I first got it at level 12 or whatever the heck it was, it was completely useless then too. It would get single shotted by level 7 snakes. It would die tripping over its own stupid tail. And it would do almost no damage.
They say its like a DOT. Well, a non-scaling gimped DOT perhaps. And it's completely useless.
Please remove this ability. I'd much rather have a new useless ability in its place. At least that way I'll be able to add to this post.
** Tame (3 useless abilities)
This is an ability that sounds useful. You think, "cool, I can tame stuff! yay! I can control its stupid animal mind and rule the world!"
Alas, reality is that this is, in general, a useless piece of crap, that you may use 10 times over the course of 30 levels, and half of those times you'll be yelled at by party members who are insulted that you had the audacity to try to mez something. Or, you'll break someone's sleep or mez casting it concurrently with a sorc and really piss people off.
There's no point taming out of combat, because when the stupid ability wears off some 50 seconds later, you've now got 2 angry beasts to deal with.
In combat you really should rarely have to fight more than one animal, as most animals can easily be single pulled. The only time you will ever use it, therefore, is in an emergency situation when an add you cant deal with comes in.
You can then try to tame it and it acts as a mez. But, since it's only once every 3 minutes, you can't consistently act as a mezer, so your party will say "Why TF didn't you calm that godamn mother*#%&* bear that just slashed our #&%^ing heads off?" To which you can reply, "because this borderline useless ability has a totally impractical godamn 3 minute cooldown, which means I'll probably forget I even have this ability, and on those occasions that I do, it will be completely out of role, which means you can't rely on me for dick, so STFU you a-holes". I have found tame to be more irritating than not.
** Thorn Cloak (5 useless abilities)
200-300 AC vs out winter cloak's -20% attack speed, and the winter cloak wins out in every single scenario. So when it's clearly mathematically borked as an option, they decide to still offer upgrades to thorn cloak. Gee, thanks. Let's turn one useless ability into 5 useless abilities over a 50 level range. Hooray. Don't bother.
** Entangling Web (5 useless abilities)
Says alteration, but I think it's actually conjuration.
Snares are good and useful, particularly for a ranged class where you'd think kiting would be a strat. Alas, our snare is so impossible to skill-level up that you might as well not have the ability at all. Levelling conjuration up from its current 80 to 360 would take me literally DAYS of low-level mob grinding to do. Probably weeks. That's fun. That's almost as much fun as forage. Whoever the hell designed the ranger has a fetish for mind-numbing repetition. Can we please have a SINGLE class skill that doesn't involve days and days and days of retarded, useless, unfun, unadventurous, un-gamelike button pushing?
With 1020 energy, I can use entangling web 9 times in a battle to try to skill it up. It skills up only on successful attempts, which means you're going to have to grind on low level stuff. BUT, it seems that if a mob is TOO low level it wont skill up at all. So, you have to find the right mob. Then it skills up once every 5 battles or so (1 in about 45?). You need to rest up SP during that period too, eating some cheese. That's a good 5-10 minutes for a single point of conguration. 10 minutes * 360 skill = 3600 minutes, or 60 HOURS of skill grinding.
So yes rangers, you can have snare. But you're going to have to press a button literally tens of thousands of times to be able to use it reliably at high levels.
** Entangle
See above. Same argument. Good luck with that conjuration. Oh, and good luck with that ridiculous 3 minute cooldown, which is so off-putting that you'll forget you even have this ability and take it off your bar in annoyance. I'm not sure what the point of this ability even is. When are you SUPPOSED to use it? If you want the mob rooted, you're going to use root. If you want to kill it, you're going to hit it.
** Parry
This ability is useful only when you are trying to run away, in which case the chances of you having enough endurance left to use it is low. Haha. Brilliant!
You never use this ability in battle because blocking a single hit and spending a crap load of endurance to do so is so pointless that it's comical. You'd only use this if you were getting hit, and if you're getting hit only one of two things is on your mind: KILL IT or STOP GETTING HIT. You kill it by using your endurance to smash its skull in. You stop getting hit by praying to Allah and mashing the lose-aggro ability. Parry does neither. You'd never in a million years consider using it solo.
The other irritating thing about parry is you have to time it just right, and even then half the hits still smack you down. It's also completely useless vs casters and DOT effects.
[ edit: some people claim this works good in a group when tanking. Sure, you live longer. I still maintain that it's more efficient to be using that endurance to beat the mob down, not parry attacks. Who cares if you live longer if the mob also lives longer. if you are just trying to lose aggro, use regress. a couple of them ought to do it.]
** Rancor (5 useless abilities)
Have you ever noticed that on the few occasions it actually procs, its usable time-window is so small that you're probably going to miss it anyway. It also only procs on a parry, which happens naturally enough, but since the parry skill is such a waste, you're not going to be using that.
Even if you do catch it, are you really going to spend 24 endurance to do 150% weapon damage, when you can use 20 endurance to do weapon + 90 + proc chance with blade of winter? Of course not. Only a mental patient would ever use rancor. They package this useless ability into 5 upgrades over 50 levels. Yet more waste.
** Intercept (5 useless abilities)
Plain broken. Never lights up, although if you mash the button it sometimes randomly procs. Then it gives you +243 hate so you get whacked down. Hooray.
And get this, it is a MELEE ability that "roots your opponent for 7 to 9 seconds" on proc. OMGWTF.
** Nature's Remedy
"Completely cures an ally of poison and disease."
Because poison and disease is such a common adventuring concern.
Thanks for coming out.
** Calm Creature
It "calms a creatures mind, preventing it from assisting allies for 18 seconds".
Well it doesn't really, because it's broken. But even if it did, I can't think of many scenarios where casting it would ever make sense. Root is always preferable because (a) it's far longer, (b) it's got a nice visual validation that it's working, (c) it works on more than godamn animals!!
"Well Snarf, what if you have THREE mobs? Then you could cast calm on two of them and pull the third away!"
You wish. First, what are the odds you've got three ANIMALS within auto-aggro range to deal with? Not high. Next, try calming two mobs and pulling a third far enough out of aggro range in an 18 second period. If that isn't stupid enough, then explain how you're going to cast calm twice when it has a 2 minute cooldown!! lol.
Pass.
** Barbshroud
I find it so funny that the official description for this ability is "Relfects a small amount of physical damage upon attackers". Small amount is right. Watch your combat log someday to see how much damage it's actually doing. What you'd think it would do is reflect back on EVERY hit. Alas, it only reflects back on 25% or so of hits, and then does like 20 damage at level 36. Over the course of a battle its net effect is approximately a single slash hit from your main hand. Wow, stop the presses. This ablility at least does SOMETHING, but don't get any ideas -- it's largely junk compared to the uber self-buffs that most classes get.
** Deadly Shot (5 useless abilities)
Let's see... what do we have in the way of ranged use-any-time abilities?
Deadly: ranged + 19 (29 endurance)
Shocking: 200% dmg + 9 (28 endurance)
Hmm, should I take 100% damage, or 200% damage? Hmmmm... hmmmmmm... let me get back to you on that. Bork.
As an additional thought, I'm not really sure why we have so many ranged attacks. Ranged combat is super limited in this game because:
- you need to stay close to others so as to not draw aggro from other stuff nearby.
- cant think of any so irritating as to be ranging and having a mob ping ponging and back as it aggros between you and the tank.
- ranged dmg is so much crappier
- having to cart around thousands of arrows is impractical with 20 stack limit.
I personally wouldnt miss any of these ranged attacks outside of our crit/dawn/sun opener, and perhaps poison.
** Splitting Arrow (3 useless abilities)
It's pretty broken, but does sometimes work. But who the hell cares? It's junk.
"4 opponents, 150% weapon damage plus 13 to 16." (24 endurance).
Because we all know how often you're going to be standing 19 yards away wanting to pull 4 mobs. Yeah, that sounds like fun. Like drinking raw sewage.
If you're going to aggro 4 mobs anyway, you might as well maximize damage on them, which is why you will use Sweeping Strike 100% of the time in multi-mob scenarios.
** Stunning Shot
Ok, now THIS ability is so borked and so mind-numbingly useless that it's funny. Whoever designed this was clearly heavily medicated at the time.
It has a ONE HOUR (!!!) cooldown, and it "shoots an arrow with such force it stuns your opponent for 2 seconds". That's right folks, you can "stun" a mob at a distance for 2 seconds. Once an hour. Wow.
** Freeze
Saves way too often on stuff you actually need it on. 2 second freeze my ass.
** Destructive Swarm
I have the second version of it, 170 SP, and it does 1200 dmg. This is a very energy inefficient DOT which breaks roots, which means you cant even use it if you intend on root/backup/healing. The only time you'd ever consider using this is when you're in a group with a good healer and a good tank and you want to convert some of your energy into damage. Since your opening battle progression is a series of arrow shots, this ability doesnt even have a place there.
Soo...
Overall, I count 16 of our abilities as being either entirely useless, entirely broken, or (and these are the funniest), both. They account for a good 30-40 purchased "abilities", which means that over half the stuff you ever learn when you level is useless.
I really hope they remove a lot of this junk and give us some real abilities. It really is quite depressing having almost no useful abilities to look forward, except upgrades to winter/crit/fleet/summer.
buckeye
03-01-2007, 06:04 PM
That about sums it up. I wonder what the latest is from Wild regarding when some of these issues are going to be fixed.
Nolevox
03-02-2007, 05:17 AM
Wow that really sums it up.
Anthal
03-02-2007, 09:25 AM
Just as a note on that post, there are a few things incorrect. For example, Stun Shot is a 60 second cooldown, not 60 minutes.
Nikonius
03-03-2007, 05:19 PM
I hate having to get information this way but here it is.
Nino
Fires of Heaven Officer
Join Date: Jan 2002
Posts: 153
Paladin
The Paladin is getting tuned as we speak, so expect some changes soon.
The Berserker is a down the road, Inquisitor will likely be first so all archetypes can have 4 choices.
Hero Classes is a different game. Maybe AA or alternate advancement is what you meant. We'd like to see that in before an expansion and maybe take them to a higher level with prestige classes or something with an expansion.
I'm not in charge of the Test Server, but I am thinking of making that my home so I can help prevent mistakes from hitting the live servers. Plus I will have GM powers there so I can /nuke people. I play on the FFA PVP server and I am glad I can't use GM powers there. So many jackholes I would have dropped off a cliff by now. Legions of ganking dorks; but I digress.
What XP bug Mirran? If you can tell me specifics I will investigate for you.
The ranger/casting school issues will make the next patch.
OK, back to work.
__________________
Nino McHammer
Fires of Heaven
Veeshan
Faelor of VGRangers found this and posted it here. (http://vgrangers.com/forums/showthread.php?t=1841)
LvL 50 Foraged Item:
Golden Berries
"Berry good."
"Regenerates between health based on level after sitting for 15 seconds."
Health: 4729 over 10 seconds
Energy: 2622 over 10 seconds
* CURRENTLY DOES NOT WORK, NO EFFECTS RIGHT-CLICKING EVEN AFTER SITTING DURATION IS MET *
Pester
03-04-2007, 07:24 AM
That about sums it up. I wonder what the latest is from Wild regarding when some of these issues are going to be fixed.
I think Wild took a runner...:p
Alcatrez
03-04-2007, 05:04 PM
woot for leveling alomst 50 lvl's with half our abilities broken to some extent!
I've noticed and wondered for a long time now why the dmg from Blade of Storms isn't shown above the mobs head(s) as with Sweeping strike and all other abilities. At best it shows the targets taken dmg but none of the ones around the target.
silversnake
03-06-2007, 06:15 PM
Some ideas on fixing the ranger class to make some of its utility abilities at least SOMEWHAT USEFUL:
------
A ranger is a master of the land and animals. Therefore, the ranger should have UNIQUE and USEFUL abilities around such a theme.
We should:
- have highly useful abilities vs animal mobs.
- be the best in the game at navigating the landscape in a speedy manner.
Track: find mobs. I suspect this would work easiest using a /command interface if they want to implement it fast.
Climb: everyone else gets evacs, levitate, etc etc. But it seems to me that RANGERS are the ones who ought to have the easiest time navigating obstacles. The climb skill would allow rangers to climb up and down mountains, and onto obstacles above. Think of it as rock climbing.
Rappel: rangers should have very high resistances to falls from heights. They can, afterall, use their dexterity and their knowledge of the land to assist them down a steep slope.
Tame animal: Tame animal as it stands is dumb. Tame animal SHOULD instead allow you to turn red/aggressive beasts yellow (neutral). Target a red wolf, turn it yellow. None of this pet-for-10-seconds crap. And no lameass super long cooldown.
Natural lower animal aggro range: the aggro range of all animals ought to be smaller to a ranger than other classes.
Forage: skip the crappy construction process. You forage, and you loot stacks of arrows of the appropriate level. Why force tedious crappy crafting of arrows? Foraged arrows should be better than store arrows, and should have the ability to have special abilities on them (stunning arrows, dot arrows, etc). On that note, arrow damage should be fixed to actually do something. Right now most arrows do the same dmg, regardless of what they say on them.
SOW: our sow should be better than bards / shamans / etc. It's super lame that those classes move faster than rangers.
Just some thoughts.
buckeye
03-07-2007, 07:51 AM
Yet another patch and no significant Ranger fixes. This is getting discouraging.
silversnake
03-07-2007, 10:18 AM
Yet another patch and no significant Ranger fixes. This is getting discouraging.
I rolled a shaman today and have stopped playing my ranger.
It's clear the developers want people to play a healing class. These classes just got a big DPS increase, making them the best healers, the defensive tanks, the best utility classes, and now great DPSers all at the same time. The imbalance between rangers and healers/bard is now staggering.
Rangers are a crappy 1 dimensional class. Don't waste any more time with them.
Hotaku
03-07-2007, 10:27 AM
My response is within the quote below
This was posted on another board:
** Forage
-Foraged arrows are MUCH better than cheap store-bought arrows. 40 dam at lvl 21 vs 9 (I think) for cheap store-bought arrows.
** Summon Companion
Don't pull with it, it will die. Tell it to attack AFTER you have aggro, then it works as a DOT, and doesn't die. I see sooo many people complaining about this, yet I don't understand why they haven't figured this out!
** Tame (3 useless abilities)
Agreed the 3 minute timer sucks, but I have used it effectively soloing 2 animals side by side.
** Thorn Cloak (5 useless abilities)
Agreed.
** Entangling Web (5 useless abilities)
Conjuration IS fubar we all know it. It's becoming a dead horse.
** Entangle
Rooting a mob has saved my life MANY times soloing. When a fight isn't going well, root, back off, heal, resume fight. 3 minute timer DOES severely limit it's potential (I assume this is by design).
** Parry
If you are tanking for a party and things are going bad, the extra mitigation of parry CAN be useful.
** Rancor (5 useless abilities)
I use Rancor quite often when I have nothing else to do (low endurance) or cast it BEFORE the fight. More damage always = good.
** Intercept (5 useless abilities)
>>And get this, it is a MELEE ability that "roots your opponent for 7 to 9 seconds" on proc. OMGWTF.
Gives you enough time to root, back-off, heal, resume fight.
** Nature's Remedy
Agreed fubar.
** Calm Creature
Intended to allow single pulls of animals, not that uber, but hey it CAN be useful.
** Barbshroud
More damage always=good. Prolly SHOULD work on every hit, maybe will be fixed.
** Deadly Shot (5 useless abilities)
Silly agreed.
** Splitting Arrow (3 useless abilities)
The thing with splitting arrow is it has a minimum range of 3! Meaning it CAN be used in melee range. I toggle between this and Sweeping Stike when fighting multiples and I don't want the healer's healing to draw aggro. Very useful IMO.
** Stunning Shot
I have no info about this, but yes, seems silly.
** Freeze
Can interrupt a mob's casting (I think), usefull but difficult to time properly.
** Destructive Swarm
Only lvl 21 ATM so I have no personal knowledge.
Arven
03-07-2007, 11:22 AM
Poison shot 1 is now broken after the patch. I used it on 10 different creatures and never got above 5 dmg per tick. usually it was 1 or 2 dmg per tick. This needs to be addressed in a very timely manner as it is something that is used in almost every single fight and it going down to 1-5 dmg is absolutely ridiculous!
Dystopic
03-07-2007, 12:35 PM
Poison shot 1 is now broken after the patch. I used it on 10 different creatures and never got above 5 dmg per tick. usually it was 1 or 2 dmg per tick. This needs to be addressed in a very timely manner as it is something that is used in almost every single fight and it going down to 1-5 dmg is absolutely ridiculous!
lol i wouldn't be surprised if thats working as intended now since they nerfed cs/dawn/sun.
My response is within the quote below
Hotaku...
Forage:
You're comparing the general vendor arrow. No one buys the 9 damage arrow after level 15... or THEY SHOULDNT. Unless it's for faction grinding greys or something stupid. Foraged arrows last maybe 1 fight, and only if you spend 2 hours foraging beforehand. It's not a reliable source of arrows.
Pet:
I like my pet, I dont like the duration. I dont care that it does little damage or dies right away. Just the ten minute to have out verus one hour to recall, bugs me. Maybe you should be able to have it out indefinately until it dies or you die, while still having one hour recast. So if you're careful you have a light DoT pet. If you get it killed right away then it's gone for an hour.
Tame:
I like tame also. I just think right now it's not reliable. The chance of taming seems lower then 50% to me. Add to that the hassle that the pet can break at any time making you fight 2 mobs... it's just not worth it.
Thorn Cloak:
I dont like the AC buff, I dont think AC buffs go with what rangers are about. But I do like the damage shield. When stacked with my barb shroud at level 35 both do a respectable amount. Around 60-70 damage. Having said that though, I still use winter/cold cloak like 90% of the time. Heh.
Parry
I love parry, in groups it's a godsend. Regress does nothing for me when I'm pulling 2k-6k crits. Parry I can actually tank somewhat.
Rancor
Rancor doesnt add more damage, it's better to wait a tick for summer or winter. It adds damage to another party member, and not even that much damage.
Intercept
Intercept is a rescue... you can only use it on defensive targets. Very poor skill. And it's usuable the way you described. Since what your saying really only applys in solo play.
Arven
03-07-2007, 08:36 PM
Ok, update number 2 on update number 1.
They brought the servers down for fixing, I downloaded another patch and poison arrow 1 still does 1-5 dmg per tick.
Regrowth did not get adjusted in either of the patches. Do the devs even actually listen to us anymore?
God this game is really starting to piss me off.
Hi, All!
I was in conversation with Avair most of yesterday. Then Tagad logged in and verified. Some changes were incidental to other fixes. Hopefully, we'll see the fixes soon.
Items covered with Avair:
Pet: On the list of things to look at, but not a priority right now.
Track: Being developed.
Additional (non-upgraded) Abilities: Fun Stuff!! Yes. On the list.
Rancor: Will be fixed (I was told this morning it had been).
Windsong apparent degrade of # of hits with increase in rank: No random number change is in place. As always, it's up to the random how many hits.
Dawn/Sun/Dusk/Crit/Debilitating (as above): Incidental to something else, will be worked on and fixed.
Heal: Will be buffed up (as was mentioned before, but not to where it used to be, just an increase to where it is now), as promised. On the list.
Gosh. Talked with him on and off all day. Think that about covers it, but if I remember more things we talked about, I'll add them.
Sorry for short answers. I've been knocked down with the flu and have little/no energy.
Keep hanging in there! We have a great class and Talisker and Avair care very, very much!
Nikonius
03-09-2007, 02:51 PM
This is more of a request to the devs than a bug report.
Heal - Now that we have to deal with interrupts, damage mitigation has been reduced, and dps lowered can we have our heal back to the original state and the cast time lowered to 2 secs? I seriously doubt it can be exploited with the current state of things. Non pvp rangers are suppose to bring utility to a group but atm our utility is laughable. The current 3 second cast is mostly useless in both group and solo situations now. It is impractical to chain cast a heal that has an HoT built in so a 2 second cast is much more practical.
Snare - Ok now it has been established snare was always on conjuration but we were not able to skill up that school naturally through fighting (I think I am at 115/280 in conjur atm and I am far from being alone) can the energy cost of casting snare be lowered dramaticly for a brief period? Either that or toss us a low level ability we can use to raise that spell school up without having to spend a very long boring time to get our conjuration up to where it should be? It really should have been just made an alteration skill since we have had such a problem with casting snare for this long.
Hidden abilities (Swelter and freeze) - I have never seen an increase in any spell school when using these. Resist are running at about 90% making it impractical to even consider trying to interrupt a NPC's ability to cast something. Can we be told what exactly effects the abilities and be given a way to improve our resist rates on it?
Tverian
03-09-2007, 05:02 PM
Poison shot 1 is now broken after the patch. I used it on 10 different creatures and never got above 5 dmg per tick. usually it was 1 or 2 dmg per tick. This needs to be addressed in a very timely manner as it is something that is used in almost every single fight and it going down to 1-5 dmg is absolutely ridiculous!
Echo that. My poison shot is doing 1-5 damage/tick. This coupled with my ranged abilities doing less damage than they should be, I have to wonder what is going on with rangers. I doubt, while hope, this will be fixed before the double XP weekend.
And on the Conjuration/Evocation problems: does Sigil care/know how long it is going to take to get Conjuration & Evocation up to par so that we can actually land it on mobs, for those of us mid-high adventuring level? I do not imagine the solution to that problem being a difficult one, so why was this not made a priority?
My conjuration is 86, and my evocation is 25, out of 340 at the moment. I get a skill up maybe 1 of 15 casts and I can cast maybe 8 before running out of energy. This problem is going to cost me a lot of hours rectify, and it was not my mistake!
Hidden abilities (Swelter and freeze) - I have never seen an increase in any spell school when using these. Resist are running at about 90% making it impractical to even consider trying to interrupt a NPC's ability to cast something. Can we be told what exactly effects the abilities and be given a way to improve our resist rates on it?
I was landing Freeze & Swelter maybe once in ten to twenty attempts, unfortunately. Recently I have been landing it slightly more.
And then we have attributes which are not being mentioned but really need to be.
Yep! You're absolutely right. All the single-shots need to be looked at. Some were badly offset by changes to something else and need coding attention. The devs know this and are working on a fix!
Take heart and hang in there!
Masita
03-10-2007, 03:17 PM
...
Hidden abilities (Swelter and freeze) - I have never seen an increase in any spell school when using these. Resist are running at about 90% making it impractical to even consider trying to interrupt a NPC's ability to cast something. Can we be told what exactly effects the abilities and be given a way to improve our resist rates on it?
Heard that swelter and freeze would be evocation skill and that this would be the cause for the high resist rates. Don't know if it's true as we can't get skill ups by using these abilties... but we should get in my opinion.
Ah yes, working on my conjuration skill since two weeks... medium success, still lacking behind (155 conj. at lvl 26)
buckeye
03-10-2007, 04:59 PM
Another skill of ours that needs to be revamped is Stealh. Something is seriously wrong when we have to work to skill up Hide/Sneak so we can hopefully Stealth past even level mobs at a snails pace, when other classes who aren't normally considered the "stealthy" or "invis" type automatically get superior capabilities when they reach certain levels. It's pretty pathetic when you volunteer to do something that requires Stealth (i.e drag a tombstone) and the group says "No let the DK do it-it will be faster" because they get a 60 sec invis that also gives them a 15% boost to their base runspeed.
Arven
03-11-2007, 06:24 AM
Another thing I am still seeing is the Windsong hits message and may get 4 or 5 of them but no damage. No damage in the log and no damage over the creatures. Its not just windsong either, I had it happen with equinox tonight to.
When using G for a chain reaction, I have had several times now that it would not go off (said ability wasnt ready) and I would have to manually click on one to work. This usually happens when windsong and blade of storms is used up and still on refresh timer. And on occasion I am still getting windsong 1 popping up and blocking the one I want to use and using G will just set off windsong 1 at that point to.
Limit
03-11-2007, 10:32 AM
Wild,
Have you asked him about making Wardens ranged shot not reset the Endurance regen timer? Since it does nothing "extra" I don't see why it needs to reset the timer.
/limit
24 Ranger
Varking
Masita
03-11-2007, 03:44 PM
Winter Cloak:
It overwrites snares and roots, should be fixed (dont believe it's intended)
Arven
03-11-2007, 06:15 PM
OK, Today I think I realized why they changed our heal and it really is such a simple fix to get them to give it back to us the way it was. I had just finished off a creature and cast my heal on myself. another ranger came by and cast a heal on me to. BOTH hots were stacked on me. This has got to be the reason it got nerfed in the first place. Why not make it to where the hots wont stack? If you did that, then it wouldn't be so powerfull and could be set back to the way it was pre-nerf.
Aadyeniel
03-12-2007, 03:52 AM
I just hit level 26 today and was pretty excited about Poison Shot 1... which is our dot shot... my damage says it does 400 or such for 36 second duration... my damage on it is ticking for 1 damage per second for that length of time...
I'm thinking this is rediculous.
Iwantthisgame
03-12-2007, 03:59 AM
Another skill of ours that needs to be revamped is Stealh. Something is seriously wrong when we have to work to skill up Hide/Sneak so we can hopefully Stealth past even level mobs at a snails pace, when other classes who aren't normally considered the "stealthy" or "invis" type automatically get superior capabilities when they reach certain levels. It's pretty pathetic when you volunteer to do something that requires Stealth (i.e drag a tombstone) and the group says "No let the DK do it-it will be faster" because they get a 60 sec invis that also gives them a 15% boost to their base runspeed.
and you just summed up the ranger utility. All the cool stuff we have, someone can do it better, and that someone is usually in the group. This narrows us down to DPS 99% of the time.
Limit
03-12-2007, 01:27 PM
Splitting arrow's targeting is still messed up. (apart from being totally useless) It doesn't black out when the mob is out of range and if you accidentally use it when you are too far away it takes the arrow away anyways.
And I am sure this is trivial but foraged food/nighteyes/flowers still dont autostack. That is pretty silly.
/limit
UPDATE (copied from where I posted on vgrangers):
Couple more things for all of you! <Hugs!!>
Thank you for all your well wishes!! I kept down food (mostly) yesterday.... I *really* need to get back to work and hate feeling like a truck has run me over... the good thing is that I *am* starting to hold my own! Now just need to keep that up!
As for things Rangerly!
Dex: NEXT PATCH. I was talking with the devs and was told that is something I can alert you to!! <dances> It's about time, aye? They said we'd get it and it's taken a bit of time, but now we'll have it! It's fixed and operating, just needs to be pushed to us. Let's hope it truly does make it this next patch ... if not, it should be *REALLY* soon.
Offensive Style: I promised my Rangers on Shidreth while we were talking this weekend that I'd ask for a parse. Well, I talked with the devs and the parse had been done ... on Friday!! Talisker himself ran it. All is working well.
Poison and Debilitating: UPDATE!!! Yes, they don't do the damage they're supposed to. <comforts> But we all know about the single-shot issues right now. When talking with the devs, I was told they have studied and examined and poked and prodded and finally... pinpointed why it was happening!!! Now we wait for the coding fix!!! I was not given a timeframe to give to all of you, so we can only assume they're making sure it doesn't affect other things as well (like *we* got collateral damage). I sure hope the fix is soon!! Help is on the way! <smiles>
Poison Shot: We have a very cool animation coming up (right now, the animation that's been planned looks like a bow over our heads dripping poison! Muahahaha!). The particles just didn't get patched in. I sure hope that is, indeed, what we get! Sounds VERY cool! The animations are tied to the particles.... so that's why right now we're just standing there like dummies. So, again, the devs are aware and, actually, the fix has been done! Just has to be pushed to us.
Overall damage: Yes, we have it. No, it's not the same. Please bear in mind that as stat effects change, we'll see even more changes!
Critical Shot: I can only speak for myself -- My Critical Shot (300% damage +) is running the same or less than Shocking Arrow (200% damage +) <sigh> There *is* a problem, but no hard and fast reason. Looks like I've lost maybe 400 off the top from it. It's all about numbers, though (coding and forumulas). It's not the same kind of problem as with Debilitating and Poison... sooooo, I sure hope this one gets figured out. Again, I'm in discussions with Avair about it.
Nature's Guise: With even-con mobs, should be 90% chance success face on, 100% chance success with no line of sight (when skilled to max). I've been receiving information that number of dots seems to affect that.... I've talked with the devs and that should *not* be the case. I've been told that they'll check to ensure that dots are not in the equation.
Intercepts: Please move them to a hot bar -- I've been able to use mine there with great success. The devs know that the reaction bar is not working properly. =/ Do the best you can!
Talismans/Cloaks: I'm not having a problem of losing them with chunking... only upon logout. I *do* notice that the cloaks fade (although there is no timer on them). I'll touch bases with Avair on this.
Splitting Arrow: I'm having good success with it, but I don't always notice the floaty numbers (same with Blade of Storms) but the combat text *does* show mobs are being hit. Since I am normally grouped with CC I don't test this out alot. Sure need your help keeping an eye on these!
Thank you for all your help!! And, aye, Athiss, numbers (skill ability, equipment/weapon, mob level, dot number, etc.) all help!! I run /autolog so that all my chat boxes record in my bin folder. Then I have them at my fingertips to produce to substantiate results.
I think that's it for right now. Please take care, All!
<Hugs!!>
and you just summed up the ranger utility. All the cool stuff we have, someone can do it better, and that someone is usually in the group. This narrows us down to DPS 99% of the time.
Sad but true. Is one of my pet discussions with Avair. It is *very* frustrating. Trust me, you're preaching to the choir on this one. I will continue to plead our cause....
Aadyeniel
03-12-2007, 02:03 PM
Thanks for the update Wild :) Feel better!
Masita
03-13-2007, 09:18 AM
Thanks, but... still want to know whether it's intended that Winter Cloak overwrites snares and roots?
buckeye
03-13-2007, 11:49 AM
3/13 patch still has not rectified the significant decrease in ranged damage as a result of update 1 (or addressed any significant, on-going ranger issues).
Debilitating shot's silencing effect breaks upon being hit once or twice in PvP (confirmed).
I suspect this is the case with debilitating shot in pve also. Casters and healers don't stop casting when I have hit them with this.
Majestic
03-14-2007, 07:23 AM
OK-I've read through this thread and believe most if not all the issues we rangers face have been raised by my fellow rangers, however, they have not been addressed to any acceptable degree by the developers. Post "Update #1" I resigned to grind a particular mob (missive) and kept track of the damage I was doing to each mob class and dot with both ranged and melee damage so I would have a record to compare against Build 1778. Please tell me why I am doing exactly the same amount of damage with my bow (excluding D.O.T's) as I was before with almost twice as much dex as strength? I do however see a slight improvement with my dots, instead of 2-4 every 4 secs its now 15 every 4 secs :rolleyes: . Do the devs actually test changes they make? When I see a patch note stating - Ranged attacks use dexterity for their damage bonus again, they had been using strength I tend to believe they would have tested this theory before implemintation. I will "hang in there" until the night before I am to be billed again otherwise best of luck.
Winter Cloak:
It overwrites snares and roots, should be fixed (dont believe it's intended)
Absolutely right, Masita! Overwrite is the right word, but it's the icon, not the snare, itself. When I click off Winter Cloak, the Entangling Web icon (boot) is now visible.
Soo, the snared effect *is* on the mob. Hopefully, will be adjusted soon so that the snare is visible no matter what cloak is being worn.
Masita
03-15-2007, 09:51 PM
Absolutely right, Masita! Overwrite is the right word, but it's the icon, not the snare, itself. When I click off Winter Cloak, the Entangling Web icon (boot) is now visible.
Soo, the snared effect *is* on the mob. Hopefully, will be adjusted soon so that the snare is visible no matter what cloak is being worn.
Thanks for this answer Wild, it just seemed that it would not just overwrite the symbol, but break snares and roots.
It happened a few times that I tried to root mobs that were already at melee range, and it seemed that Winter Cloak would break the root.
Maybe it was just my damage shield, think will get rid of it as it makes things worse, not better ;) Will have another look at it, once our ranged damage gets fixed :p
Arven
03-16-2007, 10:41 AM
Absolutely right, Masita! Overwrite is the right word, but it's the icon, not the snare, itself. When I click off Winter Cloak, the Entangling Web icon (boot) is now visible.
Soo, the snared effect *is* on the mob. Hopefully, will be adjusted soon so that the snare is visible no matter what cloak is being worn.
Actually wild, It will over write root. Meaning if I root the mob and it hits me and the slow effect hits them from my winter cloak, when that affect is removed from them they are no longer rooted. It does not do any damage so it should not be overwriting the root.
Hmmmm Winter Cloak (using rank I for durations) is a snare... possible root (6 seconds)... but mostly, for my part, I use that cloak because I want it to reduce the mob's attack speed (I snare, anyway, out of habit; the side benefit that it's snared until I can land a snare on it is very nice!).
Regarding root breaking: Do you have Barbshroud on at the same time? If the mob hits you and gets damaged (or someone else damages it), there is a 60% chance any root will break. Root (Grasp of Earth) only lasts for only 40 seconds at best. Or did you riposte on it and hit it? <wheels turning>
What I have found consistently is that if I have Winter Cloak on and snare, I'll see the "Snared" floaty, but no boot icon. If I click off Winter Cloak, the boot appears. That's what I mean about the "overwrite" aspect... no two icons that are doing the same thing are up contemporaneously.
I'll check it out again this weekend!
Thank you for the clarification; it gives me more to consider!
<Hugs!!>
Debilitating shot's silencing effect breaks upon being hit once or twice in PvP (confirmed).
I've spoken with Avair about this. Fixing is uppermost priority, so I know it's in the works!
Hang in there!
Arven
03-16-2007, 05:20 PM
Hmmmm Winter Cloak (using rank I for durations) is a snare... possible root (6 seconds)... but mostly, for my part, I use that cloak because I want it to reduce the mob's attack speed (I snare, anyway, out of habit; the side benefit that it's snared until I can land a snare on it is very nice!).
Regarding root breaking: Do you have Barbshroud on at the same time? If the mob hits you and gets damaged (or someone else damages it), there is a 60% chance any root will break. Root (Grasp of Earth) only lasts for only 40 seconds at best. Or did you riposte on it and hit it? <wheels turning>
What I have found consistently is that if I have Winter Cloak on and snare, I'll see the "Snared" floaty, but no boot icon. If I click off Winter Cloak, the boot appears. That's what I mean about the "overwrite" aspect... no two icons that are doing the same thing are up contemporaneously.
I'll check it out again this weekend!
Thank you for the clarification; it gives me more to consider!
<Hugs!!>
Yeah I know it stacks overtop of snare and when its effect is done, the snare icon will reappear. It does go overtop of root to. The one thing I have not been able to to really test is if wintercloaks 6 second root actually is overwriting our longer root. That may be what I am seeing. yes I have had barbshroud on and off when seeing it overwrite root. Which is why I suspected it was replacing root because I see it do it without barbshroud also. However, it is possible that barbshroud could be on me even though there is no icon displaying for it. I have found that our cloaks and barbshroud will randomly disappear from our buff list even though the cloaks that are in use will have the + inside of it showing it is being used.
Of course that is also another issue I am still seeing which is our buffs just randomly disappearing. I have put all my self buffs on me many times and within 15 minutes of fighting, look up and only see 1 or 2 left. Very disturbing to see that happen. It does happen on folks that we cast our buffs on also.
Shion
03-19-2007, 02:54 AM
But where is word on the reduced damage from Critical Shot, Dawn Arrow and Blade of the Equinox?
Many rangers are even considering this an outright Nerf on the class. We at least need word on its status, if its a slow coding fix, as I expect it to be, meaning they don't have a clue how the damage got broke, then we should at least be informed.
Arven
03-19-2007, 10:37 AM
But where is word on the reduced damage from Critical Shot, Dawn Arrow and Blade of the Equinox?
Many rangers are even considering this an outright Nerf on the class. We at least need word on its status, if its a slow coding fix, as I expect it to be, meaning they don't have a clue how the damage got broke, then we should at least be informed.
According to the test server notes, it appears they may have fixed it. We will have to wait till the patch and see.
Arven
03-19-2007, 11:10 AM
Wild, Can you talk to the devs about our regress ability. It really needs to be put on a percentage based system (like the bards). Currently as it stands regress is almost 100% useless.
I've spoken with Avair about this. Fixing is uppermost priority, so I know it's in the works!
Hang in there!
Not fixed in this patch... =[
Wild, Can you talk to the devs about our regress ability. It really needs to be put on a percentage based system (like the bards). Currently as it stands regress is almost 100% useless.
Talked with Avair on Friday and he *had* upped the detaunt. Told me if it's not sufficient, he'll up it some more.... Additionally, I asked for a mem wipe or something to just take us off the hate list altogether (along with stopping hitting the mob.... come on, why should mob stop hating us altogether if we're still damaging it?). He said the mem wipe was not along the lines of the intent for the ability and to let him know if what we have is still insufficient. =*(
Consider him being told that it's insufficient.
Again, he has upped it once, I look forward to even more! Percentage based is a great idea! I'll add that in!
<Hugs!>
gealyu
03-20-2007, 11:01 PM
Absolutely right, Masita! Overwrite is the right word, but it's the icon, not the snare, itself. When I click off Winter Cloak, the Entangling Web icon (boot) is now visible.
Soo, the snared effect *is* on the mob. Hopefully, will be adjusted soon so that the snare is visible no matter what cloak is being worn.
Cloak should overwrite web because its effect (70%) is much better than web. When cloak wears off, the web is still there and the snare effect from web(50% i think) doesnt go away. Anyways, I dont think this should even be an issue at all.
gealyu
03-23-2007, 10:50 PM
Wild, have you tried confirming on whether o-style and tiger talisman stack? I've heard that they do not stack, but I simply havent had the time to test it lately.
Also, I would very much appreciate feedback on where our critical/dawn arrow damage stands. Is this going to be fixed, or is the damage we are currently doing intended?
dimstar
03-24-2007, 02:31 PM
OFF STANCE AND TIGER DON'T STACK:( Really sad this made it past test server. Unless tooltip is broken....
Evasive-150.91 dps
Evasive w/tiger-173.64 dps
Off-192.55 dps
Off w/tiger-192.55 dps
Pre-154 dps
Pre w/tiger-177 dps
so currently pre stance is the best to use b/c you don't get the huge evasion hit
I'll be talking with Avair about this. I am out of town atm, but will be logging on this afternoon/evening to garner my own numbers and logs.
Doesn't make sense that it doesn't stack, it sure should! It's part of why the Talismans were made not to stack with each other... so that they could be used and useful individually (shouldn't matter which stance you're using!).
Thank you soooo much for reporting this! (I replied at vgrangers, too).
<Hugs!!>
Arven
03-25-2007, 06:13 PM
I did more testing with regress the last two nights. If they have bumped it up, it didnt do squat. If I lead off with a good bit of damage I can not get the mob off me with regress. In many fights the bard pulls, I opened with Swarm spell, blade of summer and envenomed strike, fleeteblade and whatever special is up at the time. Once that was done, I went to regress for the entire rest of the fight and could not get the creature off me. This was a party with a bm a bard and me. The bard was not using his deaggro. I noticed that my damage was at least halfed but I still got a lot of crits using it. The bard was hitting almost as hard as I was and I could not lose aggro. We did a few tests letting the bard gain huge aggro, 8k+ hits, he could hit his deaggro one time and the mob was off on me, No matter what I did, I could not get the mobs off me when doing the same tests.
This seriously needs to be looked into.
Limit
03-26-2007, 03:45 AM
Wild,
Can you talk to them about moving Wardens ranged attack off of the endurance regen reset list. Since it doesn't use any endurance I do not see why it needs to reset the tick timer for Endurance.
/limit
Puchiko
03-27-2007, 10:18 AM
I've been running into a new bug since the last patch with my useless pet. Whenever I cross a chunk or get teleported my pet control panel goes away, making the useless pet even more useless.
In some cases my pet has been a help against enemies who like to stun so I'm not gonna totally disregard them yet.
dimstar
03-28-2007, 09:24 AM
Forage grip I don't see it on the list, can they make the items auto stack, cause its annoying.
Bubbels
03-28-2007, 04:08 PM
Wild,
Ranged damage is still lower than it was before Patch Update 1.
Here is what I know. Before Update #1 I was level 20. My strength and dex has been consistent through out the levels as I max them both out. And my gear at this level isnt making a major impact. So its safe to say that my strength and dex stay within 10 points of each other.
Before Update 1 I could do Critical Shot for about 1k damage and also Dawn Arrow for another 1k damage when the chain opened up.
Right after update #1 those two abilities dropped to an average of 500 damage. You might remember that there was a huge uproar on this forum about it. Tagard I believe was filling in for you as you where sick so I think you just caught the tail end of it.
Since then we have learned that Strength was affecting ranged damage and there was a patch recently to make dex the attribute used for ranged damage.
The problem is that the ranged damage still is not what it was pre update #1. My Ranger is now level 22 with the same setup as he was at 20, just slightly increased stats. He does about 600 to 700 on the Critical Shot and Dawn Arrow. I mean its closer, but its still shy of 1k damage, or slightly more that you would think you would see a couple levels higher.
Anyhow, since we have never heard any confirmation that ranged ability damage was decreased intentionally it just leaves me with one conclusion:
Through beta, ranged damage was modified by strength. So while all the testing was going on you where tweaking the ranged damage to what you wanted it to be based on the strength modifier. Now that its been switched to dex, the same tweaking needs to happen. My understanding is that there is a bonus to strength based abilities based on the weapon speed. Well now that its dex, that is no longer in play and good be a very good reason why the damage has decreased.
Bottom line is that ranged damage now works off the correct stat modifier, the damage of these abilities just needs to be adjusted to reflect the numbers we saw before Update #1.
Please let us know whats going on here!
Ainewen
03-29-2007, 05:38 PM
Speaking about ranged damage, I like to quote from Vanguard rangers.com
I finally got around to doing some controlled testing of ranged abilities today.
The test setup was as follows :
Tester : Level 21 halfling ranger, 205 dex, 58 damage crossbow, 7 damage storebought bolts.
Test subjects : Vaelywn Corrupters, the level 2 mobs in the wood elf start area - consistent, fast spawn, low mitigation.
I basically set up in evasive stance with no buffs and proceeded to slaughter them for a while and record the results. For the below results, all critical damage has been removed so only the base damage of the abilities is being compared.
Results are as follows :
Warden's Range Attack - 200 total hits, average hit 255
Deadly Shot II - 200 total hits, average hit 277
Deadly Shot I - 100 total hits, average hit 247
Shocking Arrow II - 92 total hits, avage hit 296.2
Critical Shot II - 200 total hits, average hit 366
So comparing to the listed stats for said abilities :
Warden's Range Attack - base weapon damage
Deadly Shot II Listed Stats - Weapon Damage + 45
Deadly Shot II Tested Stats - Weapon Damage + 22
Deadly Shot I Listed Stats - Weapon Damage + 19
Deadly Shot I Tested Stats - Weapon Damage -8
Shocking Arrow II Listed Stats - 200% Weapon Damage + 43-46
Shocking Arrow II Tested Stats - Weapon Damage + 41.2
Critical Shot II Listed Stats - 300% Weapon Damage + 116-126
Critical Shot II Tested Stats - Weapon Damage + 111
----
So - I speak specifically to class leads here.
Are YOU aware that percentage damage bow abilities are having no effect ?
Are the DEVS aware that percentage damage bow abilities are having no effect ?
An answer of 'We decided ranger bow damage was too high so we removed the percentage portion of the bow attacks' is fine, but I really don't want this to be an unintended issue which is left unresolved due to ignorance.
Original found here:
http://vgrangers.com/forums/showthread.php?t=2162
Something fishy is going on Wild...
scarafin
03-29-2007, 10:47 PM
Can we get an update on this please Wild?
Jingos
Tharridon
gealyu
03-30-2007, 01:18 AM
Can we get an update on this please Wild?
Jingos
Tharridon
Probably not. Its been weeks now and she still hasn't commented. Any sort of response would be nice. As of now, we still dont even know if this was intended.
I don't even know if Wild even asked about this issue. I would assume there would be some kind of feedback if she did.
Hiya!
Trying to reply to as many posts as I can both here and at vgrangers. Sorry last posts here was a few days ago.
As to ranged damage, I've spoken with Avair about it on numerous occasions. He knows that we are *not* happy with the numbers, but right now is concentrating on fixing bugs ... not just ours but all classes! The Devs really really want us to go forward bug free. Then we can deal with issues.
I'll ask again if numbers can be bumped up. I'm with you heart and soul on this. Even told Avair that it's hardly worth going for a great quest Bow anymore if you have the option of getting a great melee weapon instead.... he knows exactly how disappointed we all are, but first things first (bugs). Soooo until those are done, nothing new on our horizon.
Because number bumping may be considered "old" and not "new," I will definitely ask again!
Thank you for hanging in there!! We're not done.... we will continue to evolve. Don't compare us as a finished work against Bards (who can do tons of stuff) and Rogues (with evac scrolls, bandages that heal almost as well as we do, etc.) ... just be the best you can be and do the best, most strategic damage you can. Playing smart is always a bonus in a group!
<Hugs!!>
Ainewen
03-30-2007, 06:28 PM
Wild, although i recognise the efford put in this all by you I think you miss the point made by many about the ranged damage.
1) If it is buggy, not intended, then it should not be put on hold. Then it is a bug just like all the others and should be worked on in the same timeframe as all the others. We don't mean fix our bugs first but if it is a bug, let us know it is a bug and worked on.
2) If it is intended then we are semi complaining, I personally can live with the lowered damage output for a while until they have time to review it properly. Maybe they will think it should be upped again, maybe it's in line with what they planned. In the end all good but let us know this is not a bug and will be reviewed in time.
Main issue here is quite SIMPLE, is it a bug? Then we expect a bugfix. If it is not then we expect them to review it in time, see if the numbers should be upped. Easy question. Do they considder it 1) or 2).
The big outcry is about the confusion. Not the lower damage.
Bubbels
03-30-2007, 07:39 PM
Wild,
As Ainewin has stated. We just want to know that the damage reduction is intended. If not then that leaves it as classified as a bug. There was never anything officially said.
Bottom line - Damage greatly reduced since Update #1. The ranger community does not know why.
Thank you for responding!
buckeye
03-31-2007, 05:49 PM
Based on the experiment performed above, it appears that ranged damage is indeed bugged. Hopefully the devs feel this is the case and will address this ASAP rather than putting this issue on the back-burner to be reviewed at a later date. Honestly, I would prefer they focus on ranged damage and fix it before implementing Tracking.
SHilton0375
03-31-2007, 05:56 PM
Hey Wild...Pretty much off topic here, but you did you happen to be in EW in EQ1? If so, hey there (toon in EQ was Aginohr, Wizard).
Godolphin
04-01-2007, 09:29 PM
Hi everyone, playing a Ranger and loving it just a few grips atm.
Barbshroud I does not seem to be reflecting any damage atm, now Im sure it used to as I rememeber the numbers in the combat text, plus when you cast the spell on yourself the message is that it heals u for 15 damage which is very strange. Can u please look into this one please, every little bit of damage is important...... :cry:
Cure Poison, whatever its called can't rememeber right now, well I've been fighting a few mobs lately which poison, so I'm posioned after combat ends, I know this because the tooltip over the debuff states it, but when casting the posion heal, no cure..... :cry:
I know this one has been mentioned numerous times but can u please do something about Evocation and Conjuration, I'm fed up of having skills that get resisted all the time, I mean ok I could go and spam low level mobs, but tbh I should'nt have to, its quite frankly wrong. The reality is I've a few skills now which I'd love to use and won't both because I know I'll get resisted..... nuff said, I know the dev's don't think this issue but I believe its a real disadvantage to the class, people are asking for more damage, if I could use these skills efficiently I think I've plenty of damage.
Cripple, whats up with this skill, it states it reduces damage by an x amount from the mob, I was my damage received numbers and it certainly does not reduce damage by the amount stated on the skill descriptions, perhaps Im missing something here, is it variable depending on the level of the mobs your attacking? If this is the case then its the tooltip thats needs changing to reflex this.
Anyways sorry I couldnt be more specifc with numbers Im out of game right now and about to go to sleep, just wanted to get this stuff posted which 'bugs' me.
gealyu
04-01-2007, 10:22 PM
Hi everyone, playing a Ranger and loving it just a few grips atm.
Cripple, whats up with this skill, it states it reduces damage by an x amount from the mob, I was my damage received numbers and it certainly does not reduce damage by the amount stated on the skill descriptions, perhaps Im missing something here, is it variable depending on the level of the mobs your attacking? If this is the case then its the tooltip thats needs changing to reflex this.
Ill comment on this. I wish cripple is percentage based, because right now, its somewhat useless (against hard hitting mobs, solo-wise still quite useful). Anyways cripple removes the mob's damage before mitigation takes place not after...For instance if a mob hits me for 200, and cripple is -50. My armor is 10% mitigation, it will do 135 damage to me (180 without cripple). The more mitigation your armor has, the less cripple affects you. If i have 20% mitigation, the mob with cripple will hit me for 120 damage (160 without cripple).
Godolphin
04-02-2007, 09:46 AM
Ill comment on this. I wish cripple is percentage based, because right now, its somewhat useless (against hard hitting mobs, solo-wise still quite useful). Anyways cripple removes the mob's damage before mitigation takes place not after...For instance if a mob hits me for 200, and cripple is -50. My armor is 10% mitigation, it will do 135 damage to me (180 without cripple). The more mitigation your armor has, the less cripple affects you. If i have 20% mitigation, the mob with cripple will hit me for 120 damage (160 without cripple).
Hmm thanks, explains a lot I think, bit confused though in your example it shows u can actually have more than whats stated on the cripple skill, in my experience its always been alot less.
But seriously if skills dont work as stated on the description shouldnt the tooltip be updated?
Forage grip I don't see it on the list, can they make the items auto stack, cause its annoying.
Hiya, Hon!!
Everything should be stacking! If it's not, please /bug it!! Everything stacking for me and I asked in /ranger on Shidreth. Everyone happy that it's fixed there! <Hugs!!> Hopefully, all is good for you now!
I've been running into a new bug since the last patch with my useless pet. Whenever I cross a chunk or get teleported my pet control panel goes away, making the useless pet even more useless.
In some cases my pet has been a help against enemies who like to stun so I'm not gonna totally disregard them yet.
I've asked Avair to please look at our pet. Since it may well be considered an "issue" and not a "broken" thing (e.g., Debilitating Shot, defined as a silencing shot, doesn't silence), we will most likely have to wait until after all the bugs are taken care of... issues come next after that.
Please just consider the pet as a low-level, easy-to-kill DoT. Better damage if a Bard is in group, but just a DoT that hangs around for a while and looks pretty (I have a Panther! <grins!!>).
I will chunk with my pet tonight and see what happens. If it wasn't just a glitch and the control panel is still poofing, I'll tell Avair!
Hang in there!! <Hugs!>
Hey Wild...Pretty much off topic here, but you did you happen to be in EW in EQ1? If so, hey there (toon in EQ was Aginohr, Wizard).
WOOT!!! Aye!! All through beta (from 2 through the end) I had Eternal Wrath in my sig. <grins>
<Hugs you sooooo much!!!> Leto here with me on Shidreth and Kinu made a newb! O.o (NOT a Bard! <gasps!>)
Make a newb on Shidreth! Would love to see you!!
Ainewen, Bubbels and Buckeye!
I've flat out asked Avair if there was a damage balancing that happened but not mentioned in the patch notes. We're not the only class stating that we have *different* damage post-Update 1. If it wasn't a damage balancing (so that fights last longer/mob being able to hit back more often), then we're back to asking for a review of ranged damage. But I've even noticed that my Sideswipe isn't as strong and definitely my Equinoxes are not as glee-inspiring as before. Good, Yes! As they were... no. But, it could be that I've levelled (and so have you) and your Dex/Str percentages (now that you're bigger) is lower.... I'm waiting on a response. Will sure let you know when I know.
Please remember that Numbers REALLY help. Takes the appearance of whining out. Log your combat and do your comparisons. All the posts with stats and logs help a TON.
Thank you so much for expressing your concern!
I'll let you know when I hear!
<Hugs!>
Hi everyone, playing a Ranger and loving it just a few grips atm.
Barbshroud I does not seem to be reflecting any damage atm, now Im sure it used to as I rememeber the numbers in the combat text, plus when you cast the spell on yourself the message is that it heals u for 15 damage which is very strange. Can u please look into this one please, every little bit of damage is important...... :cry:
It did a small amount of damage before. Thank you very much! I'll check it out tonight! Could be just the rank you're using. I'll try a couple and then talk with Avair!
Cure Poison, whatever its called can't rememeber right now, well I've been fighting a few mobs lately which poison, so I'm posioned after combat ends, I know this because the tooltip over the debuff states it, but when casting the posion heal, no cure..... :cry:
Aye. I've spoken with Avair about this. It's definitely bugged.
I know this one has been mentioned numerous times but can u please do something about Evocation and Conjuration, I'm fed up of having skills that get resisted all the time, I mean ok I could go and spam low level mobs, but tbh I should'nt have to, its quite frankly wrong. The reality is I've a few skills now which I'd love to use and won't both because I know I'll get resisted..... nuff said, I know the dev's don't think this issue but I believe its a real disadvantage to the class, people are asking for more damage, if I could use these skills efficiently I think I've plenty of damage.
I agree. But until all the bugs and issues are taken care of, I'm not expecting anything new. The Devs really, really want us to have a game that's good "as she stands" and then go forward and build. You really do need to skill up. I cast my DoT and Snare 2 or 3 times per fight as I can (if DPS is weak, I cast it less, in case I may need to pop some heals, too, and will need energy for that). Slow to skill up, but that's what we have for now. Keep working it, Hon! <Hugs!>
Cripple, whats up with this skill, it states it reduces damage by an x amount from the mob, I was my damage received numbers and it certainly does not reduce damage by the amount stated on the skill descriptions, perhaps Im missing something here, is it variable depending on the level of the mobs your attacking? If this is the case then its the tooltip thats needs changing to reflex this.
No, it's a set amount of damage. Unless there is combat text that says "You would have been hit for X, but you've Crippled mob and are now being hit for Y" (which would make everything clear, but I imagine would be a pain in the neck to try to do, not to mention clog up the combat window with spammage), it's REALLY tough to see that a reduction of incoming damage has been effected. Cripple used to reduce incoming damage by a percentage, and that was just too powerful. Imagine a 30% reduction on a mob that hits for 100, nice! 30% reduction on 6-dot mob (done by 4 or 5 Rangers in a raid...) unthinkable.... Sounds great for a single group scenario, but the devs *have* to think of the ways people are going to exploit anything. =*( Tough enough job just to make classes good, have to also figure out how ppl are going to use it improperly, too. <glad she's not a dev>.
Best thing is to test for maybe 10 mins. no Cripple at all, then 10 mins. keep Cripple on constantly, and compare your numbers. Your outgoing damage is halved and your reducing incoming damage by X.
Anyways sorry I couldnt be more specifc with numbers Im out of game right now and about to go to sleep, just wanted to get this stuff posted which 'bugs' me.
Thank you for your feedback and your good observations! <smiles> Much appreciated!
Hmm thanks, explains a lot I think, bit confused though in your example it shows u can actually have more than whats stated on the cripple skill, in my experience its always been alot less.
But seriously if skills dont work as stated on the description shouldnt the tooltip be updated?
Absolutely! But there needs to be proof with logs and numbers. I've asked Avair to please look at Cripple to make sure it's doing what it's intended to do. But I really, really miss the percentage based Cripple. But unless it can get changed to have a "X% but no greater than Y" I think we have a set number and that's it. But you never know!
I'm certainly keeping an eye on Cripple, I would really appreciate your help with all of you checking it out, too.
Thank you!
Bubbels
04-02-2007, 05:19 PM
Ainewen, Bubbels and Buckeye!
I've flat out asked Avair if there was a damage balancing that happened but not mentioned in the patch notes. We're not the only class stating that we have *different* damage post-Update 1. If it wasn't a damage balancing (so that fights last longer/mob being able to hit back more often), then we're back to asking for a review of ranged damage. But I've even noticed that my Sideswipe isn't as strong and definitely my Equinoxes are not as glee-inspiring as before. Good, Yes! As they were... no. But, it could be that I've levelled (and so have you) and your Dex/Str percentages (now that you're bigger) is lower.... I'm waiting on a response. Will sure let you know when I know.
Please remember that Numbers REALLY help. Takes the appearance of whining out. Log your combat and do your comparisons. All the posts with stats and logs help a TON.
Thank you so much for expressing your concern!
I'll let you know when I hear!
<Hugs!>
Hey Wild,
Just let me throw these numbers at you. I think I have in the past but it might have been sort of drawn out. These seem to be my averages.
Critical Shot and Dawn Arrow
Level 20 pre Update #1 - roughly 1,000 damage each
Level 20 day after Update #1 - roughly 500 damage each
A couple patches went by.. ranged changed to dex
Level 22 current day - roughly 700 damage each
I play my ranger about once a week now so havnt progressed with him alot. After Update #1 I decided to make a DK my main.
thanks,
Bubbels
Actually, please all check your numbers. I talked with Avair and he said he didn't adjust numbers, but my ranged is higher and more crits happening....but then, I won a few rolls, too <faints> Maybe I've just been lucky...
But before I say anything else to Avair, can you all use your ranged for a bit and let me know what you think? Overall melee has dipped, and ranged has risen for me...
Whatcha think?
Bubbels
04-09-2007, 02:55 PM
Hey Wild,
I logged on my ranger (still 22). I killed level 20, 3 dots and level 18 to 22, 2 dots between Lakeview and Costal Graveyard on Thestra.
My ranged damage seems to be the same. Was getting roughly 500 to 700 on my ability hits. I did break 1k once, 1250 I believe, but that was an epic hit.
thanks,
Bubbels
kekerot
04-09-2007, 11:47 PM
ranged damage is still broken. im almost hitting as much as i used to 20 levels ago with about half the dex and a shittier weapon. i hope it gets fixed soon or just going to quit for lotr
izuul
04-10-2007, 07:33 AM
ranged damage is still broken. im almost hitting as much as i used to 20 levels ago with about half the dex and a shittier weapon. i hope it gets fixed soon or just going to quit for lotr
Actually, ive been running some tests on the ranged damage abilities and, unfortunately, they seem to be working as intended. I havn't finished all my testing yet, but i think our large decrease in damage after update 1 was due to them fixing bugs that were causing us to do more damage than intended.
One thing that im almost sure of so far is that weapon damage = (bow damage + .5 x arrow damage). Any skill that uses a % of weapon damage such as crit shot and arrow of the sun are going to use that figure in the multiplier. I'll post more when i find out more. I could still be completely wrong at this point.
~Izuul
Bubbels
04-10-2007, 10:26 AM
Actually, ive been running some tests on the ranged damage abilities and, unfortunately, they seem to be working as intended. I havn't finished all my testing yet, but i think our large decrease in damage after update 1 was due to them fixing bugs that were causing us to do more damage than intended.
One thing that im almost sure of so far is that weapon damage = (bow damage + .5 x arrow damage). Any skill that uses a % of weapon damage such as crit shot and arrow of the sun are going to use that figure in the multiplier. I'll post more when i find out more. I could still be completely wrong at this point.
~Izuul
I dont disagree one bit that the reduction to damage could be because of bug fixes.
But consider this...... If it is bugs, then these bugs existed during Beta when they where tweaking abilities for everyone. So they fixed the bugs (like strength being ranged) and now we have alot less damage then before.
Was the damage nerf intended or just a result of fixes? No one seems to be able to confirm this for us. Basically why we keep fighting the good fight here. The system might be working as intended now, but is the damage correctly tweaked to Sigil's vision?
kekerot
04-10-2007, 10:54 AM
Actually, ive been running some tests on the ranged damage abilities and, unfortunately, they seem to be working as intended. I havn't finished all my testing yet, but i think our large decrease in damage after update 1 was due to them fixing bugs that were causing us to do more damage than intended.
One thing that im almost sure of so far is that weapon damage = (bow damage + .5 x arrow damage). Any skill that uses a % of weapon damage such as crit shot and arrow of the sun are going to use that figure in the multiplier. I'll post more when i find out more. I could still be completely wrong at this point.
~Izuul
that formula is very wrong because dex bonus is factored in it. try shooting stuff naked with crit shot then try shooting stuff with all your dex gear on.
Clayton
04-10-2007, 03:43 PM
I have a question about this ability. I am lvl 38 atm and have been trying to keep my hide and sneak abilities maxed. Also, I have made it a point to hold onto gear that improves them. With gear my Hide is 416 and my sneak is 417. My question is how does this actually play into my abilitie to hide from a mob? It seems no matter what my skill is a lvl 37 can see right through my Nature's Guise. I would think that the mob's detection would be weighed against my hide/sneak. I tested this by removing my gear to lower my skill to 380 yet the lvl 36 mobs weren't able to see me unless I of course walked into them. Do they not have the skill working as it should? I would think that higher skill would cause me to be able to sneak around the mobs with higher detection skill. Or did they just put the skill in there to make "fluff" and base this ability totaly off of my level?:confused:
izuul
04-11-2007, 12:15 PM
that formula is very wrong because dex bonus is factored in it. try shooting stuff naked with crit shot then try shooting stuff with all your dex gear on.
Sorry if i wasnt clear, but i was only speaking about the weapon damage part of the formula. Dex bonus is added in on top of that and seems to be completely independent of weapon damage. To give a rough example:
Ranged Attack = Weapon Damage + Dex Bonus
Shocking Arrow I = (Weapon Damage *2) + Direct Damage (8-12 in this case) + Dex Bonus
Mitigation is factored somewhere in there as well, but its the one thing im still really unclear about. I am not sure if its a straight reduction off your total damage figured or if each part of the damage formula is mitigated seperately.
All i was saying in my original post is that i *think* weapon damage = (bow damage + .5*arrow damage). Its something close to that at any rate.
Also note that I used regular Ranged Attack and not Warden's Ranged Attack when i was testing as Warden's has a damage multiplier built in that was complicating things. I also left my bow skill deliberately uncapped to avoid that damage bonus as well.
I have a question about this ability. I am lvl 38 atm and have been trying to keep my hide and sneak abilities maxed. Also, I have made it a point to hold onto gear that improves them. With gear my Hide is 416 and my sneak is 417. My question is how does this actually play into my abilitie to hide from a mob? It seems no matter what my skill is a lvl 37 can see right through my Nature's Guise. I would think that the mob's detection would be weighed against my hide/sneak. I tested this by removing my gear to lower my skill to 380 yet the lvl 36 mobs weren't able to see me unless I of course walked into them. Do they not have the skill working as it should? I would think that higher skill would cause me to be able to sneak around the mobs with higher detection skill. Or did they just put the skill in there to make "fluff" and base this ability totaly off of my level?:confused:
I have mentioned this great unreliability several times both to Avair and Talisker. They are aware of it. I have, in fact, told Avair that it is of equal importance (more to some, less to others, but equal in fervour) to ranged damage.
If we are a scouting class and people are relying on us to go into rooms in dungeons (or outside) and check out north, south, east or west mobs/possible routes, or perform CRs, we need to have a reliable ability. I have heard it mentioned that our ability is an "aggro reducer only" and, too, that it is based upon a percentage of success versus each perception check based upon our skill level versus mob level.... then, I as a fully maxxed out lvl 50, got seen and attacked by a lvl 34 mob in a dungeon! Humiliating =*(
At any rate, it is before the developers to PLEASE turn to this ability for us.
Thank you for hanging in there! It will be worth all the trouble you are taking!
<Hugs!>
ranged damage is still broken. im almost hitting as much as i used to 20 levels ago with about half the dex and a shittier weapon. i hope it gets fixed soon or just going to quit for lotr
<nods> I've noticed that I've been getting lots of crits, and so my chains are chaining, which is very sweet.... but we can't rely upon the hope of a chain. I've set before Avair our ranged damage and asked for a review of it and, hopefully, a bump up in our damage. Soooo, whether ranged damage was decreased to former bugs or not, I know that we're in good hands.
He's been doing great turning to all the bugs and issues ... I look forward to seeing what he comes up with for us!
Hang in there!
Kaffis
04-16-2007, 10:23 AM
The G key needs work.
My biggest beef is that it fires blade of storms. At all. AE's should be consciously "opted into" -- not a situation where a given key sometimes fires them and sometimes doesn't.
Swap blade of equinox and blade of storms in the priority order, so that it goes to fire windsong when available, blade of equinox when windsong is not available, blade of storms when equinox is not available. This obviously makes it so that blade of storms will not activate from the G key, and requires a user to either mouseclick it in the chain/counter bar, or drag it to a hotkey.
It's just absolutely cruel to condition a player to hit the G key whenever they hear the chain sound for 25 levels, and then pull this out. It also seriously marginalizes the usefulness of the G key at all, because I can only use it when windsong is up -- I'm better off just hard-mapping G to one of my hotkey bank slots and putting windsong in there, because I can't *ever* trust the automatic selection of my finishers that the G key currently does. This isn't about "oh, in some situations it picks a non-optimal one." No, this is "anytime you're in a group with a mezzer, my G key is actively trying to kill the mezzer and possibly wipe the group."
I could've sworn it wasn't this way in beta.. I'd ask "why the change?" but I'm not positive my mind isn't just playing tricks on me.
But I can't for the life of me figure out why I'm the only one complaining about this.
Another, more universal, but much more minor transgression of the G key is that if you have a high priority finisher with a recast timer on it that will refresh before your chain window expires, the G key insists on waiting for it to refresh so it can use the higher priority finisher that's not ready quite yet. Not an enormous deal, but it'd be more convenient and useful if it would choose which finisher it wanted to activate when I pressed it, rather than when I crit. Thus, it could choose the one that's ready immediately if I pressed it immediately, or if I waited for the refreshing one to be ready and the window for the chain was still open, I could press G then and do the newly-refreshed finisher.
MrLocoCoco
04-18-2007, 03:24 AM
Don't know if anyone has posted this in here but Hawk Talisman does not stack with Style of Precision.
The G key needs work.
My biggest beef is that it fires blade of storms. At all. AE's should be consciously "opted into" -- not a situation where a given key sometimes fires them and sometimes doesn't.
Swap blade of equinox and blade of storms in the priority order, so that it goes to fire windsong when available, blade of equinox when windsong is not available, blade of storms when equinox is not available. This obviously makes it so that blade of storms will not activate from the G key, and requires a user to either mouseclick it in the chain/counter bar, or drag it to a hotkey.
It's just absolutely cruel to condition a player to hit the G key whenever they hear the chain sound for 25 levels, and then pull this out. It also seriously marginalizes the usefulness of the G key at all, because I can only use it when windsong is up -- I'm better off just hard-mapping G to one of my hotkey bank slots and putting windsong in there, because I can't *ever* trust the automatic selection of my finishers that the G key currently does. This isn't about "oh, in some situations it picks a non-optimal one." No, this is "anytime you're in a group with a mezzer, my G key is actively trying to kill the mezzer and possibly wipe the group."
I could've sworn it wasn't this way in beta.. I'd ask "why the change?" but I'm not positive my mind isn't just playing tricks on me.
But I can't for the life of me figure out why I'm the only one complaining about this.
Another, more universal, but much more minor transgression of the G key is that if you have a high priority finisher with a recast timer on it that will refresh before your chain window expires, the G key insists on waiting for it to refresh so it can use the higher priority finisher that's not ready quite yet. Not an enormous deal, but it'd be more convenient and useful if it would choose which finisher it wanted to activate when I pressed it, rather than when I crit. Thus, it could choose the one that's ready immediately if I pressed it immediately, or if I waited for the refreshing one to be ready and the window for the chain was still open, I could press G then and do the newly-refreshed finisher.
"G" has had problems throughout beta and has been reported. That would be a /bug NOT a Ranger issue. Please /bug it and also petition it and ask the Crimson Fellowship Knight or Lady or GM to please put it in the bug report. In conversations I've had with Avair, they are working really hard to fix bugs. (Have you, as a test, changed the command key to something else and does "that" key work faithfully?)
Knowing you, I bet you have bugged it, but please keep /bug 'ing it, Hon!!!
Thank you so much for being so diligent and faithful. <HUGS!!>
Don't know if anyone has posted this in here but Hawk Talisman does not stack with Style of Precision.
Thank you!!! Not lots of reports back on Hawk yet! I've just now told Avair about this. I appreciate your feedback a TON! <Hugs!>
It may be sporadic or conditional... don't know. But now Avair is aware that there's something fishy. Thank you, again!
savagebeast
04-20-2007, 03:52 AM
Hi im a lvl 45 ranger on tharridon, I find it strange that a ranger is supposed to be the best archer in the game, but i do less damage than a bard does (in a normal bow shot) who has 100 less dex, and the same bow, and is using 6 damage arrows vs my 103 damage arrows, oh and shocking arrow, deadly shot, and debilitating shot are pretty much useless, in pvp. I dont know why i would use a skill that uses 24 or 28 endurance to do maybe 100-200 more damage that using an oridinary arrow shot. If you need exact numbers let me know.
Kaffis
04-22-2007, 12:19 AM
(Have you, as a test, changed the command key to something else and does "that" key work faithfully?)
Actually, I've had it remapped since early beta, I use the T key instead. I just use G when I talk about it.
I actually hadn't submitted a bug report, because I didn't know if it was an intentional change that I'd missed -- but I will now.
Actually, I've had it remapped since early beta, I use the T key instead. I just use G when I talk about it.
I actually hadn't submitted a bug report, because I didn't know if it was an intentional change that I'd missed -- but I will now.
Thank you, Hon!!
<Hugs!>
Hi im a lvl 45 ranger on tharridon, I find it strange that a ranger is supposed to be the best archer in the game, but i do less damage than a bard does (in a normal bow shot) who has 100 less dex, and the same bow, and is using 6 damage arrows vs my 103 damage arrows, oh and shocking arrow, deadly shot, and debilitating shot are pretty much useless, in pvp. I dont know why i would use a skill that uses 24 or 28 endurance to do maybe 100-200 more damage that using an oridinary arrow shot. If you need exact numbers let me know.
Been uppage in ranged overall and some of our shots are very nice now.... and check out Splitting Arrow!!! I was doing kitty mask last night and it is working GREAT in AoE fashion (frontal), not cone!! <dances>
Really.... It was *fun* for me last night <grins!!> Check it out.
dimstar
04-27-2007, 01:54 AM
for me its an actual 10M ae, can hit stuff behind you, but you gotta have a mob targeted in LOS infront of you to fire it, Also ferocity/hawkeye boosts the dmg, it's pretty nice.
We do increased damage on undead like skeletons with all of our abilities, both melee and ranged, but however not apply on Shocking Arrow and Deadly Shot. This make a normal shot does higher damage than Shocking Arrow/Deadly Shot in such cases. Didn't test on Debi Shot, Poison Shot and Dusk Arrow yet.
Fable of Shidreth
05-11-2007, 11:19 AM
Fletching is much, much better after the patch. Exchanging the bones for each other and getting 15 arrows a combine makes fletching much closer to viable as a source for arrows.
Founder Apache
05-12-2007, 03:27 PM
Hi im a lvl 45 ranger on tharridon, I find it strange that a ranger is supposed to be the best archer in the game, but i do less damage than a bard does (in a normal bow shot) who has 100 less dex, and the same bow, and is using 6 damage arrows vs my 103 damage arrows, oh and shocking arrow, deadly shot, and debilitating shot are pretty much useless, in pvp. I dont know why i would use a skill that uses 24 or 28 endurance to do maybe 100-200 more damage that using an oridinary arrow shot. If you need exact numbers let me know.
A report with exact numbers would be helpful for all of us if you have a chance to do this. Secondly, I would like to know as I'm sure the few others that play on Varking if your stealth is being seen just as easily as the nerfed invisiblity.
I do know that rangers with capped sneak/hide have been able to disappear well within 25 units of same and lower level spectators. If that has changed, in other words, if you are being seen with maxed sneak/hide by someone who is say, level 10 - it would be important to post. Thank you.
Zlade
05-29-2007, 06:50 PM
What's the status on Debilitating shot? It's been about 3 months since it's been brought up.
Talking about breaking on damage in PvP...
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