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So far the thing that I notice the most for both tempest and deepwood stalker is that very little is focused on(tied to) Strength or Dexterity meaning you have a greater incentive to use the harper tree for Intelligence and know the angles. So far there are no direct bonuses to bows so most ranged min maxers will use the harper + repeater combo. Melee rangers will end up mostly kopesh or war hammer to take advantage of mornh with legendary dreadnought. To combat the issue with bows not being up to snuff manyshot and doubleshot need to be rebalanced for the new repeater age. For melee the tier 3/4 abilities and lv18 cores need to be good enough that a 12 point splash in harper is debatable not a forgone conclusion. Currently Whirlwind and Mark of the Hunted are both not good enough to make it a debate.
Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
Kilthar-Tharr-Delkanthalus-Carissa-Mirasina-Ktara-Imara-Thistle-Tharissa-Robothar-Minithar-Miriella-Tharnessa-Tharisa
It's a very powerful enhancement. More powerful enhancements cost more AP per tier, less powerfull enhancements cost less AP per tier. It's not like the Devs role a dice when they make enhancement trees.
(And you need to spend 10 AP in order to reach the capstone anyway, so it's only a problem for mulitclass builds not pure builds. Multiclassing is fine, but the trees should not be build for it.)
"Improved Parry: Gain +3/+6/+10 PRR when dual wielding" would be a better candiate for an AP cost reduction IMHO.
Last edited by Lorianus; 09-15-2015 at 07:54 PM.
“Willy Loman: I don't want change, I want Swiss cheese!”
Hi,
Yes, nerfing (or in a perfect world, not adding those overblown bonuses in the first place) is also my preferred option.
It would also remove the need for rebalancing the content because properly built, geared and played characters have become so strong relative to higher difficulty settings.
It would also be far less work overall. Outcome: less work, more challenge, fairer game.
But hell, what do we know?
Thanks.
I kinda like it, but compared to barb and paladin this is still way underpowered. 15 paladin/5 ranger is still a way stronger tempest than a pure ranger, and that is wrong.
What tempest got in terms of offense is 20 melee power and Dual Perfection which combined with the Stalker Changes is still not much (thousand cuts is still frustrating, and without doing any math my guess is that the dps it provides in 90 sec is not up to stuff even like Fist of Iron which is a t2 ability). I really don't care much about the defensive benefits you gave them. I mean it's nice and all but that's not where the class was really lacking. Cheap haste boost is a nice low hanging fruit especially with the extra feats.
Please compare Storm Dancer/Storm Tempest to Holy Retribution (just melee portion on retribution obviously). Yeah, no. No.
Also, I know you said that the Arcane Archer tree will come in later patch, but it's really hard to evaluate a class revamp when we only see 66% of it. I think it'd be really beneficial if you posted your raw idea about it, just so we get a better perspective, even if you end up not being able to code something you wanted, we could get a grip on the planned power level.
Overall I'd be way happier seeing barb and paladin nerfed to this level than the other way around, this feels alright.
Main: Zodaroth - heroic & epic completionist pure dwarven warlock
Alts: Zodynkar (caster), Zodirkeal (archer), Zodinn (lab rat)
---- Death N Taxes -------------------------------------------------------Argo -----
That's not entirely true---10 druid/4 fighter/6 ranger wolf builds will like the changes. So will 15 pally/5 rangers. But I don't think we'll see non-flavor pure or mostly pure rangers out of it, which is a crying shame.
My concept of balance is there should be a reasonably objective reason to play each class pure or mostly so. It should not be a no-brainer to only splash (2-6 levels) rangers, monks, or fighters. It should be a difficult decision with tradeoffs, pros and cons on each side.
Otherwise you wind up seeing groups full of pallys, warlocks, barbs and the occasional bard or rogue.
Improved Parry: Gain +3/+6/+10 PRR when dual wielding. Cost: 2/2/2
Spiritual Bastion: While your Eldritch Aura is active, you get +3/+6/+10 PRR, and in addition you and nearby allies get a +1/+2/+3 Determination Bonus to PRR. Cost: 1/1/1
Consider these two enhancements.
Improved Parry:
+10 PRR to self
Requires dual wielding
Costs 6 AP
Tier 2 Enhancement
No pre-reqs
Spiritual Bastion:
+13 PRR to self
+3 PRR to allies
Requires Eldritch Aura
Costs 3 AP
Tier 2 Enhancement
Spiritual Defense pre-req
Comparing the two, SB is clearly superior, giving more PRR at half the cost. I believe that the Improved Parry enhancement should be reduced to 1/1/1 AP cost, considering the benefits given, in comparison to this similar Warlock enhancement, Spiritual Bastion.
Thanks,
Furyflash
Main: Zodaroth - heroic & epic completionist pure dwarven warlock
Alts: Zodynkar (caster), Zodirkeal (archer), Zodinn (lab rat)
---- Death N Taxes -------------------------------------------------------Argo -----
I've had one of my mains, a Tempest, more or less parked a year since cumulative changes reduced his effectiveness so I'm glad a 'start' has been made on the Tempest, but it's just a start and nowhere near a viable option yet.
I think adding MRR/PRR to the Tempest Core is great but I think it should be distributed as you progress through the cores rather than having so much at Core 20. Perhaps shave 5 off the +10 PRR/MRR at Core 20 and give +1 to Core 6, +2 to Core 12 and +3 to Core 18. The highest MRR/PRR +5 bonus should still be for Core 20 to reward pures, but gives more support for those who invest deep into Ranger as well. The MRR/PRR bonuses achieved through all cores should only apply if in Light/Cloth Armour not just the bonus at Core 20. They're not needed if in heavier armours.
I like Tier 1, 2 and 3 for now but Tier 4 and Tier 5 need some work.
Elaborate Parry - Reduce cooldown
A Thousand Cuts - add offhand Doublestrike
Dual Perfection - add +1 to threat range and critical multiplier of both weapons
In general
The lack of +1 to threat range and critical multiplier that you have given other classes must be addressed. It must apply to the weapons in both hands.
All Doublestrike in the tree should count for offhand as well.
When in light/cloth and dual wielding, Tempests should have permanently increased attack speed. Probably added to Core 18?
Consider some sort of blindness effect attack against Mobs - because you're moving so fast.
Spells
This is a good time to look at the pitiful array of Ranger spells overall. There should be adequate compensation for the continued absence of a pet and it's not in the spells, that's for sure. What I'm sure was some vague attempt at trying to do that was Nature's Ally. This is curved so badly that A CR4 creature not summonable until the Ranger is 14!
Mass Longstrider is not a viable Level 4 spell either, again not available until Ranger 14 and when you consider Pally's get Zeal or Holy Sword at the same level and the fact that the majority of characters at that point have speed in their equipment... you see the point.
I like the versatility of exploring DEX as a more viable option for Rangers. As STR builds benefit from Ram's Might, I suggest +2 size bonus to DEX called "Raccoon's Reflexes".
Ranger is nowhere near where it needs to be with what was posted but I'm glad it's being worked on.
Karadon: Paladin [5] Mar - Jul 2006 - Aureon [EU] --- Paladin [20] Feb 2010 - June 2012 - Orien --- Paladin [21] June 2012 - July 2013 - Orien [TR1] --- Paladin [20] July 2013 - Present - Orien [TR2]
Yes this is correct, I played Paladins, even pure Paladins before Update 23!!!
How to fix the problem.
Step one, figure out where you actually are.
Manufacture test characters reasonably decked out at 24th level. Use the better builds for each class posted in the forums.
For single target DPS, I suggest using Bruntsmash in Cabal for one or that giant bag of HP in tracker's trap. But hell, you're Devs right? You can make a punching bag with an arbitrarily high number of HP right?
Then find out what your Burst and sustainable DPS levels actually are for each class. Done that? Good.
Now figure out what those levels ought to be. My suggestion is that DPS single target supremacy among melees should belong to the Fighter. Why? Because the fighter has nothing else---no spells, crappy self healing, no rogue abilities to get by traps, bad saves, etc.
Second tier should be for classes that are DPS oriented for melee but lack something
Barbarians (who lack any party utility whatsoever and have ok self healing through blood strength)---in practice the wolf multiclasses are pretty similar.
Rogues (who are squishy and have worse self healing than barbs but still better than fighters but substantial utility---incidentally, I think Assasins may be about the only class that's about right presently for their dps, they're strong but have significant drawbacks
Rangers (who are about as squishy as rogues but self-heal better but have much less utility
Swashbucklers
Third tier
Paladins---why, because they have the complete package otherwise, a pally with equal dps to a ranger is overpowered.
I suggest putting 20% or so delta between tiers. If 5000 dps is ok for a fighter, than 4000 for 2nd tier and 3000 for 3rd tier should be enforced.
Then design tweak and test. Right now I don't think most folks on the forums have any confidence that you've even done step 1.
Rogues got wand/scroll mastery's cost adjusted if I recall and made considerably easier to fit into their better builds. Rogue self-healing in practice is an issue for the assassin but is not bad for the mechanic. Rogues are one of the few classes that IMO is fine from a balance perspective right now.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
This is pretty much where I'm at for both ranger trees so far. The pass was supposed to rebalance the classes so that none of them were severely ahead or behind any of the others. These ranger trees do not come close. You can't put the toothpaste back into the tube. So if this is an actual balance pass as stated, make it about equivalent in utility, survivability, and DPS to the others. If it is behind in one of those categories, you need to make up for it elsewhere, but it shouldn't at all be bottom-barrel in any of them, especially DPS. A class that has bad DPS is a class no one wants to play, period. This is an MMO, after all.
A little snark, no vitriol.
(with credit to HungarianRhapsody)
Graceana (currently a caster bard)
My alts are put out to pasture
The Casual Obsession
Khyber