I always thought the improved wild empathy was there in place of ranger pets. I just wish they would give the summon nature's ally spells the same love as the summon monster ones. Though, I dont think that will happen till druids come out. As far as PnP goes, ranger pets were not that great. Aerial scouts, trackers, and sometimes mounts (mine was a mounted archer).
Also, anyone that thinks turbine has proven they can program pets obviously haven't played an artificer for very long. The higher level they get the more their AI degrades.
Matt Walsh:
But Truth is eternal, so it can never be old or new. It never ‘was’ or ‘will be.’ It just ‘is.’ It always ‘is.’
Personally I'm the exact opposite. The fluff is the only reason that I'm here. I could have played WoW or AoC but I love me some D&D, so I chose this game over those. I'm not contradicting the "give rangers a real buff" portion of your post, I'm just saying that if they can do it in the form of utility pets then that would be awesome.
But then I'm also the kind of guy who can't stand it when people name their Fantasy Football teams something like "Over the Dwayne Bowe" or "Blood Bath and Beyond" - sure it's cute and clever, but it ruins my illusion that it is a real football team. And our Blood Bowl league (tabletop, not video game) has a rule that all players must be named and those names must be realistic and unique. So yeah, I may go overboard a bit with my fluff-obsession.
Bronies: For those who get it, no explanation is needed; for those who don't, none will do.
If they make ranged combat actually worth while and viable at the high levels, I'd be fine with having to choose a 'school'.
They are the only PnP class that is supper pumped up, but that is because of how gimped archery is in a video game. If it followed the "same rules" as melee, wouldn't be near the issue that it is now.
Considering being able to switch between reliable melee and ranged damage is about the only thing that makes the class interesting in the first place forcing players to choose one or the other would be a catastrophe. There are no ranged combat feats unless you count manyshot and improved precise shot. Ranged combat needs a massive overhaul before turbine should even consider such an idea. Also a melee ranger cannot get a good dc for their combat feats let alone the feats improved sunder, improved trip, or stunning blow. You would completely gut the class beyond the auto attack snore fest that it is in its current form.
Loved the class when I first started playing ddo but it just doesn't compare to most of the others after you've played casters or monks. Its primarily just an easy cheap way for new players to make a two weapon fighting class because of the free feats. I'd love an overhaul. If the devs want to give rangers a worthwhile animal companion I say great. Then I'll ask what are you going to do to make the class fun to play? They really need some good active abilities or feats.
I absolutly agree that ranged combat needs a massive overhaul - it has for the past six years (including beta).
However, the justification for giving Rangers both ranged and melee specialties - a rather large step away from the core rules - was that it was to make up for the loss of Animal Companions as a feature in DDO. The Devs couldn't figure out how to put em in in time for launch... so they gave Rangers a boon by not having to pick a specialty by granting both. All I'm saying is that if they are now given Companions, the boon should be reevaluated.
That does not exclude the need for ranged combat to be overhauled. Nor does it exclude the need for Rangers themselves to receive some attention in terms of class-balance. I'm not saying that those things should not happen. If it takes the Devs actually getting around to fixing ranged combat to go hand-in-hand with Animal Companions... then that's what it takes.
Besides the other, and the far more important one, point I tried to make that seems to have been overlooked is that the Artificer Dogs are good for about the first five levels, then their use fades. And, since Animal Companions would not have the upgradeable weapons or armor that minimally extend the usefulness of Arti-Dogs... Animal Companions would be measurably worse in the long run.
That's also why I am not looking forward to Turbine's interpretation of Druidic companions or animal-form. After seeing, playing with, and evaluating the metal mutts... I think that they will do nothing but disappoint when we finally get Druids.
In any event... Rangers would be improved very little by giving them flesh equivalents of Arti Dogs. Out of all the things needed to improve Rangers, I'd rank Animal Companions dead last.
Your mileage may, of course, vary.
Originally Posted by Memnir
I would argue that this is not necessarily true. Turbine is perfectly able to incorporate some sort of Animal Armor and "Paw Wraps". Perhaps a Spiked Collar evenAdditionally, perhaps the Rangers Favored Enemy could apply to the Animal Companion also which would be a nice bonus and make them a bit more threatening in certain combats. Especially if the Hunter Capstone I suggested got implemented.
Much like Rangers have full caster levels I imagine that the Animal Companions would likewise count as full level as well.
Companions are relatively new and I understand that they are not really very good at all beyond the early levels, but perhaps that can change. Tweaks can happen to make things a bit better.
An aspect of Rangers that get ignored overall is the Spells. The ones we generally think of are Ram's Might, Barkskin, and Freedom of Movement. Add some other spells to improve combat ability. Blade Storm and Arrow Storm for the respective styles. See earlier post for a couple other spells.
Tempest 2 needs an upgrade. I'd have it make off hand attacks use full Str Mod instead of half.
DwS needs a complete overhaul and expansion.
AA could use some bumps preferably along the conjured arrow category.
Ranged Combat needs Tactical Feats ( Ranged Pin: Single Target Web, Ranged Sunder: As Sunder) and they should be granted like trip and sunder already are and use Dexterity and not Strength for DCs... Actually all Combat DCs (Monk Special Attacks would be the exception as they are tied to Wisdom) should be attached to whichever Stat is used to launch the attack, this would help out Weapon Finesse builds.
Ranged Combat could use a Power Attack like Feat (I call it Overdraw -3 Attack +5 Damage) exclusive with IPS. Rangers could have an enhancement line attached to it as well. maybe a two tier.
1. -1 Attack +2 damage
2. -1 Attack +2 damage
total -5 Attack +9 Damage
Elves could get the same line (stacking with the ranger one)
Aesop
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
I don't give a hoot about artificers, I don't have one and I have zero interest in playing one. I could care less about their dogs, let somebody who does. My way of handling it is anyone who's dog does something stupid that makes a quest more difficult gets kicked from the group.
The cause of this is the absurdly stupid AI. I don't see that getting fixed any time soon.
I don't want that garbage polluting my favorite class. Rangers, both Tempest and AA, need real love from the devs and I don't want some silly fluff done as a poor excuse for a buff.
I'm sorry, I prefer utility over fluff. After 2+ years and delusions of plot and RP have long been washed away. If a buff to a class doesn't actually add any value is is a waste.
Yet artificers are roflpwning stuff with ranged while the arcane archers sit back and drool.
And that excuse was invalidated in a hurry when they put artificers into the game with strong pets.
If my arcane archer has to forfeit his TWF abilities simply due to PnP semantics, he better be able to put down the same DPS as a tempest, only with a bow.
I disagree. Ive seen those dogs trip orange named spiders. Ive seen them live through shroud runs where pile ons die. If they were made as useful as artificer dogs, theres only ONE reason to NOT put them in game. An artificer without their dog is still more powerful than a ranger.
The one reason to not balance that out - is ranger is not something that has an option for you to pay for in the DDO store, while artificers are purchasable.
THey know full well that the minute druids are released, most of us are going to not even use the animal companion that relied on the horrid game AI, and instead roll up bear-barians with 110 sustainable strength scores.
I agree with this. THey need to improve ranger, but if they give us animal companions and then wash their hands of the issue declaring game balance has been achieved, Ill TR my ranger the same week.![]()
ugh... you used to be more fun to discuss stuff with.
They need more precise controls on the dogs that is true. They should stay pretty much on their leash unless deliberately let off and then only until called back at which time they should immediately return to the heel.
Aesop
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
I would like an assortment of pets for the Ranger to call on at will for the one simple purpose of pulling levers, standing on pressure plates for activation and/or activating runes, these are basically the only uses I have for my artificers companion at this point.
P.S. also note if you are having your artificers companion disappear but still have an active bar, it is because you left a quest where you left the companion a distance away under passive/do no actions, just call him to you before you leave quest!
Guild: PD Halls of Valhalla on Ghallanda Level 63, Website: http://valhallans.proboards.com/
Casualnarc Epic TR 2nd Life Level 9, Repentnarc 16, Gatlingnarc 15, Snipernarc 14, Banknarc 13, Airnarc 12, Braverynarc 11, Lednarc 11, Tempestnarc 11, Holynarc 9, Repeatnarc 6, Ebuttonnarc 6 <-ALL WITH ZERO DEATHS
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
From running with my wife's arti, I've found the dogs have two modes: bugged and dead. When bugged, they won't attack, don't get any aggro, and don't die. When not bugged, they get aggro and die. Except for when they stand in a trap and die, which can happen in either state. Yeah, I think I'll pass on a pet for my ranger.
Freeman - Human Bard - Thelanis Fulfilling my duty to the ladies of Stormreach
Yuvben(Halfling Rogue), Acana(Drow Sorcerer), Walket(Human Cleric), Mahoukami (WF Wizard), Knicapper(Horc Fighter), Pyetr(Human Bard), Mazinger (WF Barb), and Belcar(Halfling Ranger).
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig