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Forum Name Santa Zulg 2012
Topic subjectSnare related things from -flso
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=72&topic_id=33
33, Snare related things from -flso
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
Given current playerbase numbers, and how dependant some ranger builds
are on snare, I think all of the following make sense:

+ Reduce snare reuse timer (half its current duration would be great start)
With current player numbers, 24h timer is _way_ too long. Makes any
build that depends on snare waste a lot of time for no reason.

+ Allow use on wilderness "paths" (can be edge)

+ Someone should have a look at learning rates, cause I swear to god
there is something wrong in how infrequently one improves at it.

+ Snare evaluator should be available at 40.

+ It makes little sense when snared opponents can evade ambush. Doesn't
happen often but still..
36, RE: Snare related things from -flso
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>+ Someone should have a look at learning rates, cause I swear
>to god there is something wrong in how infrequently one improves
>at it.

It is as easy as it can be. The one thing that makes it a bit more difficult is that you can't actually fail making a snare, so there is no learning from your mistakes.

>+ Snare evaluator should be available at 40.

I disagree that it should be available right when you get the skill. Your experience making and using snares for awhile is what gives you the ability to learn this.

>+ It makes little sense when snared opponents can evade
>ambush. Doesn't happen often but still..

This won't get fixed without completely rearchitecting our combat system, and I have no desire to do that.

34, Daevryn's response
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
It may have escaped you that snare intentionally has a lot of limitations because it's a ridiculously good skill...

Zulg may feel differently but I'd be much more likely to make it weaker than implement any of these.

35, flso-'s response
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
Maybe having it available on wilderness paths would expand its scope
too much, but I don't see how the rest of what I suggested alter how the skill
plays (which is what you imply).

For the most part, they are convenience tweaks that reduce some of the tedium of playing a ranger with the current player numbers.

Feel free to make it weaker though and thus kill the class completely
44, RE: flso-'s response
Posted by Malakhi on Wed 31-Dec-69 07:00 PM
Personally, I think the thing to do if you want to "reduce some of the tedium of playing a ranger" is to make rangers better in civilized areas. One way to do that would be to make bearcharge just as good in civilized as it is in the wilds.

Making snare better, on the other hand, would just make people even less likely to actually come into the wilds to fight you, which in turn would probably increase the "tedium" of playing a ranger at hero - IMHO.
46, re: improving bearcharge
Posted by Quixotic on Wed 31-Dec-69 07:00 PM
If bearcharge gets improved in civilized, I would really hope that bearcharge would be more like bash regarding how size differences are treated, such as "too small to aim at properly."
48, Not the sort of tedium I'm talking about
Posted by -flso on Wed 31-Dec-69 07:00 PM
Ppl coming into the wilds or not is a constant, all rangers have to deal with that
and isn't as bad as it may seem.

The tedium I was referring to is more like:

There are 3-4 opponents in range, I lay down a snare to an area I know some
of them might cross, then leave to check other areas. So, I'm using snare to help
me cover a bigger area of the mud, faster, while I'm looking for ppl to hunt.

Halving the snare timer would allow me to do this faster (I'd only have to wait 12h before i can reposition the snare) and thus deal with the sparse PK range.

What you propose re: bearcharge doesn't make any sort of difference to me
or the kind of rangers I play (which are also the kind the majority plays).
I'll still be a crippled unspecced warrior and bearcharge will still be too unreliable/situational so where is my incentive?

I don't mind rangers being gimped outside the wilds and you're not gonna
fix that just by improving bearcharge.
55, RE: Not the sort of tedium I'm talking about
Posted by Malakhi on Wed 31-Dec-69 07:00 PM
How about a toggle or edge that lets you (temporarily in the form of a toggle, permanently in the form of an edge) choose between snare as is, and snare with your change and some sort of limitations (tied up in the snare for shorter duration, only get one or two guys at a time, no two round lag to escape, etc.) - something that would address both your and Nepenthe's concerns?
63, That could work
Posted by -flso on Wed 31-Dec-69 07:00 PM
assuming the lag is still there.

Otherwise I'd rather wait 12 more hours and use regular snare so that I have a chance of actually killing what I snare. If you take away snare lag, I reckon you'd have to reduce reuse timer even more.