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Forum Name Gameplay
Topic subjectRanger hunter thoughts, second round.
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=56164
56164, Ranger hunter thoughts, second round.
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
I played Keijrai, arial hunter scout. Jurloah was second hero hunter.

Flamingarrow - much better, more useful, landed a decent enough time that it felt reasonable. not OP, but at least not worthless either. although it irritates me some that villagers have a friggin water room in the village

Observe - i never noticed a tangible difference on observe. it's hard enough to get multiple observations at hero because people just move way too often. i also never found the threshold for when it cuts down the number of rounds for timed attack, namely because timed attack wasn't worth using in pk.

Timed Attack - the effects are good and appropriate if one ignores the lag and reduction of melee attacks. And. it failing 2 out of the 4 times in hero pk situations when at 100% meant i was always better off doing something else instead of timed attack. the other times i'd use it, people would flee and i'd be lagged for a round (or two?). was i just unfortunate in how often it failed? i'd love to use whip/spear more with it but 4 rounds is just too much time for a back-loaded skill. i think timed attack should work after the second round, or, if you keep it at the end of the 3rd round, make the melee attacks normal instead of easily defended. timed attack taking away 3+ rounds of melee is dumb.

Aimed shot - for 24 dex, my aimed shots missed too much. Just way too much. And that was with bracers of archery a lot in my later life too. do the bracers even do anything? it's a nice echo and all, "unerring accuracy", but, bs to that one! the arm effect would be good if it persisted more than just the 1 first attack next round. it should be 1st attack everyround for 1+ ticks. muddle from the headshot is pretty nice too but it is tough to land the headshot.

Bait - still isn't worth using in pvp. if bait caused trip lag or something then i'd be on board with it. or maybe trip lag in hometerrain.

Rapid shot - bumping this from 2 to 3 possible attacks a round was solid. however, neither haste nor metabolic quickening seemed to have an effect on archery. is there a code issue there?

Aerial shot - still a sweet ass skill. i do wish it could be used on non-flying airforms when both the ranger and the prey are outside, similar to call lightning. that would really help out a hunter.

Track - a hunter's track should be better than a normal ranger's track. i think it should add recency of the track.

Stalker of the wilds - broken? i tried it a few times in Eil Shaeria dead vale and it failed everytime, kept disengaging me.

Precision - just how much harder does precision make parrying or dodging a ranger's attacks? didn't feel like much.

Fashion bow - eh, totally not worth it. it should be avg 26 or 27 instead of avg 24. the prog is really worthless, at least it was for a marshdweller (poison bolt did hardly any damage)

Some of the above thoughts should be mutually exclusive if they were put into place.

I know Destuvius said something about showing how hunters can be viable, and they are at least more viable in civilized area combat, but the majority of my kills were good old snare/high dam ambush/call lightning.

Thanks.
56181, another thing, why do they lose entangle? nt
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
nt
56274, Hunters are the step-child of the ranger class. So cool as an Idea but just neutered when it comes to what makes CF great....PK!
Posted by Abernyte on Wed 31-Dec-69 07:00 PM
~
56275, rangers are just so underbaked it bothers me
Posted by Dallevian on Wed 31-Dec-69 07:00 PM
it's like no one decided to finish building the terrain/expertise out. there's still only one formula for ranger pk - felar prep+dam+ambush. there's only been 1 non-felar neo-ranger to break 100 pks and that was an 800 hour old Iklahn.
56282, Surprised not many play human aggressively
Posted by -flso on Wed 31-Dec-69 07:00 PM
I agree that felar is the 'best' race for killing but human isn't far behind.
Can be evil, stealthy, 23 STR and nice edges for damage, no xp penalty/vulns
(not that they matter a lot for ranger). Yes they lose dual-wield with ranger
weapons but they get to dual wield the leet non-ranger weapons :-)

IMO 100 pks with evil human savage, doesn't just sound doable, but pretty easy.

Also there have been arial rangers with ridiculous PK counts considering
hours played (think Demtok played Makiki? who was good aligned to boot),
so that's another race with potential, though certainly not as easy to
play as human I imagine.

I haven't played any frost giants but again the potential is there, at least
in theory. Someone should step up and do it ^^

Also, cloud giant outlanders and w-elf outlanders should be able
to kill 100+ people without a lot of trouble, given enough enemies playing
the game which is more often than not the major factor these days..



56283, Some hunter snare edge ideas
Posted by -flso on Wed 31-Dec-69 07:00 PM
Snare is my favorite skill in the entire game, and it's been bothering
me that there are no edges for it, to provide a little variety..

Granted, the potential for ppl screaming OP is there, especially
taking into account multiple rangers with snare coordinating and so on..

If only hunters had the snare edges however, things wouldn't be
terribly out of balance, and maybe the edges would provide more incentives
for ppl to play more hunters. Here are some examples:

All snare edges are exclusive, you can only pick one:

+ Softens for the duration that it holds prey (so opening move +
2 rounds of combat) but it doesn't affect ambush/waylay damage

+ Increases ambush/waylay damage (more than it currently does)

+ Adds one more round of lag (so 3 rounds instead of 2)

+ Stays 'active' for the entire duration of the skill. So say I put down
a snare, I get a 24hr timer. The snare will be active for that entire period,
capturing everyone that walks into it while active.

+ Ranger gets 2 snares instead of 1 but can not put them down in same
area or adjacent rooms in different areas (can be based on proximity instead
of immediately adjacent rooms). I imagine this will be hard to code.

+ If prey falls into the snare, prey can't word or teleport for 3-4 ticks.

Any one of these could come as stock with the hunter class instead of
being an edge.







56286, RE: Some hunter snare edge ideas
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
I honestly can't fathom how this would seem like a good idea to anyone, unless they exclusively played rangers. Snare is already among the strongest abilities in the game and (in the right hands) among the surest death sentences.