Last edited by DevilYouKnow; 09-24-2015 at 12:26 PM.
I don't understand the sheer outrage now being poured out. From my perspective:
- Crit boosts were repeatedly asked for in the DWS / Tempest threads, and we we're given them at the expense of some of the initially integrated Melee Power in both tree's and some of the power in ATC
- To get both Crit boosts and a Capstone requires a huge AP investment in Ranger(42AP, 62AP with a Capstone). Paladins have far more flexibility due to having that boost as a spell.
- Even taking all these Crit boosts and a Capstone still leaves Ranger DPS behind Barbarians
- T5 / Capstone choice between Tempest and DWS is quite an interesting (read:difficult) choice dependant on how you want to play your Ranger
- Rangers should be ahead of Paladins in DPS, as they rightly are now. Paladins have much better defenses to call upon, and with LoHs & enhancement Heal Amp have better Self-Healing available.
- Defensively, Rangers are the worst off between Barb / Paladin / Ranger, but from my perspective it's decent enough to keep them in the game in EEs
- The tradeoff in defense for Rangers allows them there Versatility with a bow. Perfectly happy with that.
- From my perspective, Holy Sword can now be left alone, allowing Paladins to keep there DPS gain they had from there pass
- Barbarians bonuses are brought in line with other class enhancements, with Crit Rage being typed Competence
From my point of view, I'm very happy with how things turned out.
I'm not sure that's true the going though that I've heard is that Barbs are best when TWF (open to correction on this) Rangers have:
100% off-hand proc,
Dual Perfection,
30% Doublestrike (whirlwind and dervish)
10 Melee power
~20% Doublestrike (Killer)
+14.5 Base damage (Growing Storm, Whirling Blades, Thrill of the Hunt)
+4d6 Sneak Attack
+13 Favored Enemy Damage
+1 Crit multiplier
+1 Crit Threat Range
Barbarians Have:
Rage (+17 STR??)
+1 Crit Threat Range
+2 Crit Multiplier on 19-20
25 Melee Power
+15.5 Fury (Raverger Core 1) and Improved Power Attack and Storms Eye
+8d6 Vicious and Touch of Pain
400 Damage on Vorpal
Which one of those looks better to you? (Did I miss anything? Assuming a standard 41/31 type split)?
I'm not unhappy I'm concerned they went too far just like they did with Bard and Paladin which IMO would be horrible and worse then leaving them under powered.
This!
Some of us realise that when the hype is gone and the dust settles in a couple of weeks/months this will become the newest example of how "powercreep is killing the game" that pops up every day in various forms.
We are not out to rain on anyones parade, we just don't want the devs to keep making the same mistakes over and over.
My Ranger on live is actually running Barbarian PLs at present, and after taking him out for a spin in EEs, and then my wife's Ranger out tonight on Live, I feel Barbarian > Ranger still in a straight up melee fight. And I'm totally cool with that. For the record, I'm using LD as main destiny on both characters for that.
Killer, despite being alot more useful now and somewhat less stressful to try and keep up, still isn't as good in live play as it sounds on paper. Some of the Barbarian damage adds also scale with Melee Power, and abilities like Slaughter and Cruel Cut can knock wads of HP off enemies quickly, and more importantly, repeatedly.
At this point, I think they've made the right call. The next difficult balance point is going to be with Fighters; I've never been one for playing Fighters tbh (My Ranger's Fighter PLs were done as 12 Fighter / 8 Monk multi-classes). But where I "generally" see the DPS spectrum now:
Barbarian > Ranger > Paladin & Swash
For the Fighters out there, I would expect Fighters with there Specialised Weapon choice to be ahead of Barbarians, and for any other weapon to be behind Barbarian but ahead of Ranger. If it takes adding a Crit Multiplier to Kensai to do that, then all power to the Fighter players out there. Fighters have deficiencies in Self-Healing and Saves to account for, after all.
So I guess it also depends on how the Dev's see fit to balance out the Fighter short-comings, maybe taking a lesson or two out of the Barbarian pass.
People repeated that line with paladins over and over aswell.
If they had listened to those same people holy sword would even be more overpowered today, because it would be a sacred bonus, stacking with competence crit. bonuses.
Yes we needed passes for some classes badly. If something is bad it sure needs some help, but it doesn't have to be so good that everything else pales in comparision. Then you just make it an eternal cycle of class passes. I wonder if people will rage about bards being completely underpowered, when the last class pass is done.
The only thing I would like to know is what their intention is. Where are rangers supposed to be in their book. If they want tempests to beat barbs and paladins in DPS, than the pass is probably good as it is.
Barbs/Paladins generally better survivability could make an argument for that to be the case.
Rogue is already pretty similar in that regard.
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Yes. Barbs have :
- Blood Strength - one of the best (if not the best) self healing ability for melee AND
- Lots of HP and Healing Amplification to be (almost) indestructible in fights.
About Double strike Rangers have:
- 5-9% passive doublestrike with +20% situational (killer)
- Off hand don't get double strike. It benefit only from Capstone (+25%)
Thus:
- Mainhand: 105-109% attacks (125-129% occasional)
- Offhand: 125% attacks
I don’t know what Devs are goals, but probably (at least this is logical) that Tempest, that is master in Dual wielding, be a little ahead in that one Combat Style (TWF). And be competitive overall because of his poor survivability, and not STR support (only DEX that is always inferior to STR)
Yes you missed about 500 hp, amp, knockdown immunity and 10% speed, higher PRR and the time you don't loose healing. This last one will be easier to see when more people TR to ranger and start recording videos with different playstyles.
And on ranger side the fort bypass.
Since there is no difference between off-hand vs main hand its the same thing now. If you want to average it out and say rangers get 34/2 = 17% double strike that works too and probably what i should have done.
I was strictly comparing DPS options. I agree that Rangers are behind Bard, Paladins, and Barbarians when it comes to Defense and Survival, and by a non Trivial amount.
Given that Rangers class defining feature is Favored Enemy and that it is by its nature a combat bonus an argument can be made that they should be one of the best if not the best DPS clasess, on top of the low survivability. Taking those two things into account and how Rogues are set up it makes sense.
Dev's will never comment on how they view the DPS pecking order but this does make it look like Rogues and Rangers are at the top and paying for it with lower survival.
Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
- Epic and Legendary Mysterious ring upgrades, please.
- Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
- Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
- Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
- Redoing the drop rates of tomes in generic and raid loot tables.
Varg please consider boosting mob fortification so as to naturally nerf critical hits. This would necessitate tactical teamwork to reduce fortification on mobs, such as using destruction/improved destruction and the many enhancements available in various trees. It would challenge players without nerfing--a simple buff to mobs.
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Rangers have been a sad second for both melee and ranged for far too long. These updates to DWS and Tempest have brought them up to competetive with the not-yet recevied their pass melees and still not competetive with other ranged options.
The people I know who actually play the monk/ranger archer combo are figuring out adjustments but are still convinced it will rule in ranged DPS. In the mean time a properly build Rogue Mechanic with a great crossbow still outdoes a DWS or AA and an heavy-repeater built on an Artificer out does the Rogue Mechanic. At least in the upper heroic levels I've been able to test things.
The added PRR, MRR, and HP close the gap between the melee rangers and fighters or paladins in terms of survivability but with the increased damage output of monsters closing the gap just isn't good enough. Damage avoidance through dodge doesn't solve the problem. An increased miss chance of 30% does not equate to a 30% reduction in damage on every hit because of the timing issue with healing.
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