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Thread: Let's talk about Ranger     submit to reddit submit to twitter

  1. #121
    VZX
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    Re: Let's talk about Ranger

    Personally, I'm against boosting innate damage more.

    Consider after doing that, we can get 300+ a shot more easily on non-flying merit mob and probably 200+ on HNM. Without any boost in enmity-keeping on tanks. I don't think we can deal damage conveniently.

  2. #122
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    Re: Let's talk about Ranger

    Nowdays all merit DDs pull tons of hate and are expected to have ways of balancing that hate, with the exception of thief. Thus the prevalence of the NIN and SAM subs, to give you some defensive capability so you don't get beaten into the ground when and if you pull hate.

    I'd like to see a new approach to damage dealing and enmity management, and not something like trick attack for ranged damage.

    I mean lots of enmity down traits. The damage ranger does right now is just fine, what would really help is if they had the ability to continue doing that damage AND not pull hate. That way the mob won't move and the melees won't accidentally waste their TP or have to chase a bird across the camp to the RNG standing at optimal distance.

    Imagine the uses in HNM as well, if they gave them not only an enmity down trait but a massive subtle blow effect. Another type of DD other than SMN and BLM that does nice, consistent damage without feeding massive amounts of TP to the mob which result in painful attacks?

    Instead of making RNG better at causing damage, make them better at low-impact damage. Make them able to deal damage effectively (but not the best) on mobs without adversely effecting their companion's MP pools or positioning.

    Giving them more damage isn't the answer, it'll just make them even more irritating to party with.

  3. #123
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    Re: Let's talk about Ranger

    I find it hard to believe that RNG can easily pull hate with single shot in either XP party (more like merit party) or in decently short HNM fights. If there is any instance that RNG can pull hate, that would most likely be a long haul fight, or from the spike hate of Sidewinders. Unless SE somehow gives the ability to subtantially reduce enmity created relatively to the damage creation, RNG can always pull hate with a good Sidewinder (not in all situations, i.e with a good tank/good DD etc, but most situations), no matter how much enmity- they wear.

    A nice adjustment would be to ninja reduce the delay of ranged attack based on distance. For example, we all know that ranged damage/accuracy is adjusted based on distance, so that you would have your damage scaled down when you stay too close to the monster (Bow user experiences this mainly). Well, the reasoning is that to make it more "realistic". Then SE can also make it so that RNG can aim (thus, shoot) faster at close distance, since you would not really have to aim much at close distance, when the monster is in front of you.

    That would kind of balance the distance penalty that RNG has to bear, and make RNG more flexible in choosing what to do - staying closely or far from the monster. Of course, the aim reduction should not be one such that any damage penalty is cancelled with the gain in ranged attack speed, so that we can have the old melee and shoot and still do same damage per shot pre-patch.

  4. #124
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    Re: Let's talk about Ranger

    Quote Originally Posted by Yutuyu
    I'd like to see a new approach to damage dealing and enmity management, and not something like trick attack for ranged damage.
    how about enhancing Shadowbind so that it will not wear off after someone hits it, that way you can bind it and safely stand at a distance using Ranged Attacks.

  5. #125
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    Re: Let's talk about Ranger

    Quote Originally Posted by Ashiya
    I find it hard to believe that RNG can easily pull hate with single shot in either XP party (more like merit party) or in decently short HNM fights. If there is any instance that RNG can pull hate, that would most likely be a long haul fight, or from the spike hate of Sidewinders. Unless SE somehow gives the ability to subtantially reduce enmity created relatively to the damage creation, RNG can always pull hate with a good Sidewinder (not in all situations, i.e with a good tank/good DD etc, but most situations), no matter how much enmity- they wear.
    Any decent DD in a merit party will pull hate on WS, that's just how it works. Especially with RNG getting the pierce weak bonus on Colibri. Then the bird chases after them and they make life irritating for everyone in the party. Hell, I pull hate when I DD on *COR*. Even Barrage ability usage (before even shooting) generates a ton of spike hate.

    Giving RNG the ability to produce more damage is not the answer because it's just going to make this phenomenon worse. Who's going to invite a RNG if they only do as good or slightly better damage as a melee, but result in melees having to chase down the mob often and/or losing their TP during this. And if they remove the distance part, then the only part of the job that has anything to do with skill will be repealed.

    Why make RNG another DD exactly like all the others when you have the possibility of making them into a DD which, might not do as much damage as everyone else, but is unique in its ability to have a minimal impact on the tank and healer's jobs.



    Quote Originally Posted by test123
    Quote Originally Posted by Yutuyu
    I'd like to see a new approach to damage dealing and enmity management, and not something like trick attack for ranged damage.
    how about enhancing Shadowbind so that it will not wear off after someone hits it, that way you can bind it and safely stand at a distance using Ranged Attacks.
    Too many potential abuses.

  6. #126
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    Re: Let's talk about Ranger

    Any decent DD in a merit party will pull hate on WS, that's just how it works. Especially with RNG getting the pierce weak bonus on Colibri. Then the bird chases after them and they make life irritating for everyone in the party. Hell, I pull hate when I DD on *COR*. Even Barrage ability usage (before even shooting) generates a ton of spike hate.
    I was talking about something else and you mentioned something specific.

    Even with that specific mentioning, it is not something too big of a trouble with recent patch. You can stay in a reasonable range which is enough for mob not to run far away from melees while not sacrificing too much of your damage. Personally, I would run back a few steps and fire full SW damage when I know the mob would be dead by the WS. If you are a COR, you should not even worry about pulling hate as your distance penalty from gun is even less.

    Giving RNG the ability to produce more damage is not the answer because it's just going to make this phenomenon worse. Who's going to invite a RNG if they only do as good or slightly better damage as a melee, but result in melees having to chase down the mob often and/or losing their TP during this. And if they remove the distance part, then the only part of the job that has anything to do with skill will be repealed.
    As I said, my suggestion with the distance was an adjustment, not a removal. You are talking about the skill of the RNG based on the distance patch, but then you contradict yourself by not being able to utilize the distance to accommodate your PT? And really, adding flexibility to a job would just let people to further enhance their skill more. Forcing someone to play with a rigid style because you only have 1 or 2 choices would not really be called skillful, in my opinion.

    Why make RNG another DD exactly like all the others when you have the possibility of making them into a DD which, might not do as much damage as everyone else, but is unique in its ability to have a minimal impact on the tank and healer's jobs.
    RNG has never been another DD like other DDs, pre-patch or post-patch. It has an unique play style (Ctrl-D in 2004 or macro /range <t> later -.-). Its unique play style is based on the facts that it can do an extremely high damage spike that in most of the cases, no other class (with the exception of kclub DRK, or now SAM with new patch; can be comparable with. I would really love to see SE giving RNG some new abilities (or even magic) that can put some further uses for RNG besides being a pure DD (and please don't mention Shadowbind again, rarely have I ever seen it being used nowadays ).

    I don't favour bursting RNG damage further. What I can have now, in my opinion, are pretty good for me to enjoy playing RNG main full time. However, with SE having forgetten RNG for such a long time, I would love to see they turn around and look at RNG again, with an objective view instead of keep changing stuffs that we don't even feel happy much. A simple thing would be to add some armors/arrows/weapons/accessories which RNG could find useful to use. I can't recall many items in the last year that SE added that can be beneficial for RNG, or practical for use.

  7. #127
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    Re: Let's talk about Ranger

    Quote Originally Posted by Ashiya
    Its unique play style is based on the facts that it can do an extremely high damage spike that in most of the cases, no other class (with the exception of kclub DRK, or now SAM with new patch; can be comparable with.
    Monk is competitive for burst damage as well, and nin/drk is pretty close to kraken-drk without blood weapon (high damage but needs a healer).

    The stances are a pretty good idea for ranger. The best adjustment we could have for merit parties is to benefit from the same abilities that other melee do (Haste). Having a stance that removes melee attacks and requires you to stand still, but gives you auto-shoot and applies haste to ranged attacks would be pretty interesting. Otherwise rangers will be relegated to rng-burn parties so that they don't have wasted songs, or you have a lot of incentive to melee for tp and just use ranged attacks for WS.

  8. #128
    VZX
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    Re: Let's talk about Ranger

    Quote Originally Posted by amlaruil
    Monk is competitive for burst damage as well, and nin/drk is pretty close to kraken-drk without blood weapon (high damage but needs a healer).
    Show me a MNK doing 3k damage on non-taking-double-damage-or-higher mobs
    RNG still can do it through sidewinder. Though it costs red curry, berserk, minuets, full merit etc in order to do that

    A MNK has decent-high damage per hit, but punches in very fast attack rate. and decently mid-mid high number WS.
    RNG is just the opposite. We deal our normal ranged attack damage high, but relatively slow, but very high spike damage WS, if not the highest for non /THF.[/quote]

  9. #129
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    Re: Let's talk about Ranger

    Quote Originally Posted by amlaruil
    Quote Originally Posted by Ashiya
    Its unique play style is based on the facts that it can do an extremely high damage spike that in most of the cases, no other class (with the exception of kclub DRK, or now SAM with new patch; can be comparable with.
    Monk is competitive for burst damage as well, and nin/drk is pretty close to kraken-drk without blood weapon (high damage but needs a healer).

    The stances are a pretty good idea for ranger. The best adjustment we could have for merit parties is to benefit from the same abilities that other melee do (Haste). Having a stance that removes melee attacks and requires you to stand still, but gives you auto-shoot and applies haste to ranged attacks would be pretty interesting. Otherwise rangers will be relegated to rng-burn parties so that they don't have wasted songs, or you have a lot of incentive to melee for tp and just use ranged attacks for WS.
    Honestly, I haven't even seen enough rngs around to think of doing a rng-burn PT. I really am getting sick of people saying "but distance = skill" it isn't, most of us and most of any player has windower, thus making most of us have distance plugin, oh wow standing at x.x distance must be so very skillful. Give me a break. The range distance thing has, and unless they give us copious amounts of -enmity or rework how our dmg:enmity ratio goes then the distance will still be one of the major problems. It's not a problem of "meter your damage" it's a problem of, "keeping up". At 75 I'm having to spam at just the right moment at just the right distance to stay either on top, or very close to other members of the PT, using Ebow this is much easier than a gun imo but still requires me to sit far back and plink away. I do around 200~ per shot but I lack full merits/best gear atm, but zerk and subs allow me to hit that, while there's a mnk, doing about 75+ per hit right next to the mob, and doing hits faster than me, adding in double attack and kick attacks and i'm easily out-dd'd by a job that takes next to no skill to play, comparing of course to know exactly the time it takes for your bow to be ready to shoot, because we all know if you just spam the button, it'll actually go slower than if you hit it at the right time consistently. Distance is a major issue and while I agree a rng looks like they should snipe from afar, it's inconsistent with how players exp now in most situations, as was said previously, who will invite a rng if they barely do more, or do comparable dmg, but the melee have to chase it? Not many.

    I believe rng distance should be just put back to optimum at any distance, or minimal at best honestly. Damage is fine if we can melee, my axes do 40+ per hit and adding an avg of about 50dmg per shot or so would really boost my dot and allow for me to stay at the mob so nobody is chasing it. While at the same time giving rangers the option in HNM or any scenario they wish to stay out of AOE while dishing out dmg to stand at an appropriate distance. I would really love the 1str=1ratk and 1agi=1racc, or hell just our racc actually having *substance* and changing our racc% rather than adding 11racc and seeing little difference. The haste affecting us, or better yet a job trait that gives us haste would be incredibly useful, if haste speeds up everything basically as the spell name implies, why can't it speed up our ability to nock and let loose an arrow? I'd be fine with the stances, I'd be more than happy with the similar 2h update, but the distance thing as it's own would be enough for me. It really takes no brains to stand at an appropriate distance, even to stand up close for lesser dmg then run back to ws, still not hard at all, so I really don't understand how it can take away the 'skill' of the job.

    I don't believe SE will do anything, and I'm fine with that, I love ranger regardless and it's still my favorite job and always will be. But people need to understand Ranger is a pure-DD, it's not a enfeebler/dd, it doesn't need to be mutilated into being a very weak part of another job, it just needs to be it's job and keep at it. As it stands I don't mind the annoyances of ranger, they're just that, and as people were bringing them up, I figured I'd bring to the table what my few were. Ranger still is an incredibly useful and good job especially when played in the right hands, people just seem to forget about rng a lot, especially lately it seems.

  10. #130
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    Re: Let's talk about Ranger

    Quote Originally Posted by Abel
    Honestly, I haven't even seen enough rngs around to think of doing a rng-burn PT. I really am getting sick of people saying "but distance = skill" it isn't, most of us and most of any player has windower, thus making most of us have distance plugin, oh wow standing at x.x distance must be so very skillful. Give me a break.
    That argument is downright silly. You're saying SE needs to retool a job because a third party program which is expressly forbidden by the rules you agree to in playing gets rid of the skill factor? Having to stand at a distance makes the job much more complicated and dependant on player control than the old days. Arguing that it doesn't because people cheat with distance plugins is just silly. Plus once SE releases their official windower, do you think they're going to be tolerating the other version?

    Quote Originally Posted by Abel
    The range distance thing has, and unless they give us copious amounts of -enmity or rework how our dmg:enmity ratio goes then the distance will still be one of the major problems. It's not a problem of "meter your damage" it's a problem of, "keeping up". At 75 I'm having to spam at just the right moment at just the right distance to stay either on top, or very close to other members of the PT, using Ebow this is much easier than a gun imo but still requires me to sit far back and plink away. I do around 200~ per shot but I lack full merits/best gear atm, but zerk and subs allow me to hit that, while there's a mnk, doing about 75+ per hit right next to the mob, and doing hits faster than me, adding in double attack and kick attacks and i'm easily out-dd'd by a job that takes next to no skill to play, comparing of course to know exactly the time it takes for your bow to be ready to shoot, because we all know if you just spam the button, it'll actually go slower than if you hit it at the right time consistently. Distance is a major issue and while I agree a rng looks like they should snipe from afar, it's inconsistent with how players exp now in most situations, as was said previously, who will invite a rng if they barely do more, or do comparable dmg, but the melee have to chase it? Not many.
    Now, I agree with you completely here. Right now Ranger is unquestionably broken. What most people don't realize though is that upgrading damage without giving them some sort of way to balance out enmity will simply result in a job that does high damage and people STILL won't want to invite because of how inconvient it is.

    Quote Originally Posted by Abel
    I believe rng distance should be just put back to optimum at any distance, or minimal at best honestly. Damage is fine if we can melee, my axes do 40+ per hit and adding an avg of about 50dmg per shot or so would really boost my dot and allow for me to stay at the mob so nobody is chasing it. While at the same time giving rangers the option in HNM or any scenario they wish to stay out of AOE while dishing out dmg to stand at an appropriate distance. I would really love the 1str=1ratk and 1agi=1racc, or hell just our racc actually having *substance* and changing our racc% rather than adding 11racc and seeing little difference. The haste affecting us, or better yet a job trait that gives us haste would be incredibly useful, if haste speeds up everything basically as the spell name implies, why can't it speed up our ability to nock and let loose an arrow? I'd be fine with the stances, I'd be more than happy with the similar 2h update, but the distance thing as it's own would be enough for me. It really takes no brains to stand at an appropriate distance, even to stand up close for lesser dmg then run back to ws, still not hard at all, so I really don't understand how it can take away the 'skill' of the job.

    I don't believe SE will do anything, and I'm fine with that, I love ranger regardless and it's still my favorite job and always will be. But people need to understand Ranger is a pure-DD, it's not a enfeebler/dd, it doesn't need to be mutilated into being a very weak part of another job, it just needs to be it's job and keep at it. As it stands I don't mind the annoyances of ranger, they're just that, and as people were bringing them up, I figured I'd bring to the table what my few were. Ranger still is an incredibly useful and good job especially when played in the right hands, people just seem to forget about rng a lot, especially lately it seems.
    I don't understand why you'd be opposed to simply having your enmity and enemy-TP-Accumulation reduced. You can compete for the same slot as every other melee DD job in the world, or you can be given a unique low-impact damage role to play.

    Either way I guess it's just a matter of personal preference. I'd rather see Ranged be elevated to a different type of damage dealing entirely from melees instead of having them compete with melees, personally.

  11. #131
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    Re: Let's talk about Ranger

    You can't simply ignore a third party tool that's as widely used as windower, you just can't. There's no way around it and there's no "but SE says it's forbidden" because it will always be here, and it will undoubtedly be far superior to the SE windower. Far be it from me to say standing at 10.5, 7.5, 6.5, or what have you is hard, hell even just eyeballing it is incredibly easy. This part I adamantly refuse is skill, because almost anybody can remember where to stand after taking at most 1-2 mobs to figure out either how many steps you take or using the radar like most rngs do that don't use windower (didn't know there were many end-gamers on pc who don't) it's not hard in the very least and you can still get the optimal distance. With the patch a while back to 'un-nerf' rng they have rather drastically widened the optimal distance, so it's even easier without knowing proper numbers to get into it and keep in it. This may be more difficult for roaming parties sure, but really, not many parties I know of do that anymore, especially when a good bard can sleep 2 or so mobs at camp and have them lined up without anybody needing to move and the healer can stay resting w/o needing to move. But I guess older tactics work when there is no bard to be found or what have you.

    We'll just have to agree to disagree on this though, what's hard for one person can be very easy for another, the main problem that I've found distance does it just makes people too lazy or not caring enough and they plink away very slowly and at w/e distance they want and thus give us a worser name, this I don't mind really. In all honesty though, I don't invite many rngs unless I know them for this very thing, same for blus really. It requires no skill imo for rng, blu yes to some degree it does to know what to use yada yada yada but here's the deal-breaker: it requires common sense, and a working brain. If it involves a need for common sense and I can avoid that, by all means I will because it's one less variable I have to worry about my party members being crappy. I've gone through the long phase of inviting as many rngs and such as I can, but after a non-stop bout of crappy players (15+ rng, 11blu, and about 10thf) I've all but sworn off inviting random people on jobs that require any common sense or working sensory organs.

    I'm not entirely against reduced enmity and subtle blow, but I don't think that solely will fix ranger. But this here, this is where it's up to our views, our shells and what activities we do. Personally with my shell and my end-game activities, much is zerged, so reduced enmity, and tp generation is *far* from my/shells list of worries since just having a rng among several other melee (who feed massive amounts of TP) with reduced enmity/tp generation on the mob will pale in the comparison to said rng being able to hit harder and more properly like a rng should. But again, if kills are long for your shell and how you do things, then the enmity/tpgen you suggested would be great, but my shell doesn't do this and if you have the skill/gear/people to do it, it's far more efficient to burn things imo, and much easier. Yet again though, this is strictly opinion, and experience of what you have. If I were in a shell that did things the long and hard way then your idea would benefit me, and in exp/merits mobs die so fast enmity is hardly an issue, doing a 2k slugwinder consistently unless there is such a decrease to rng's enmity build up as to not pull hate, after doing 225+ per shot, and 1500+ barrage, or just the 2k WS by itself would be so heinously broken it would be fixed as soon as people can abuse it like no other. Let me illustrate my point: One Ninja, One Red Mage, 3 Rangers, 1 Bard would be a very broken setup if you can nearly guarantee that the nin can keep hate from the very low hate rngs, and the brds could freely buff the rngs even further and they still would take little hate. This is the kind of thing I find highly unlikely since enmity is just a part of damage, and personally I'd rather see a fix to damage than seeing my hits being totally ignored for no reason. Ninja has a reason to have subtle blow, it fits the job, monk does too in a way though not as much. But ranger is just pure unmitigated damage, and that's all it's every been intended to do, doing it with less enmity/subtle blow would be nice, but I don't think that would fix the job.

    As I said though, everything is to my personal experiences and reasoning, there's no way I can fully comprehend your own, as it makes little sense to me, being that I've never experienced that of which you have. People seem to constantly forget that their own personal experiences can't be fully relayed to another, and thus because somebody disagrees with them or thinks otherwise, they feel the other person is entirely wrong, but I suppose some people just like to do that. ^_^

  12. #132
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    Re: Let's talk about Ranger

    **Only read the first page

    RNG is still sexy, a friend in Pandemoniums HNM shell, "Kupo" recently beat his post RNG nerf slugshot record on Kirin with I think it was a 1842 Slug, as RNG/WAR, 2x Minuets(I assume, didn't get full details), Culverin/Heavy Shell, and all the other RNG buffs except a Chaos Roll(if that does indeed give R.Attk).

    Now I'm no RNG, but that's damn sexy. Yea... that's about all I need to say about that...

    /end of useless post.

    Note** This Slug was done while right in Kirin's face, cause he forgot to back up to the "Sweet spot"

  13. #133
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    Re: Let's talk about Ranger

    Quote Originally Posted by Abel
    You can't simply ignore a third party tool that's as widely used as windower, you just can't. There's no way around it and there's no "but SE says it's forbidden" because it will always be here, and it will undoubtedly be far superior to the SE windower. Far be it from me to say standing at 10.5, 7.5, 6.5, or what have you is hard, hell even just eyeballing it is incredibly easy. This part I adamantly refuse is skill, because almost anybody can remember where to stand after taking at most 1-2 mobs to figure out either how many steps you take or using the radar like most rngs do that don't use windower (didn't know there were many end-gamers on pc who don't) it's not hard in the very least and you can still get the optimal distance. With the patch a while back to 'un-nerf' rng they have rather drastically widened the optimal distance, so it's even easier without knowing proper numbers to get into it and keep in it. This may be more difficult for roaming parties sure, but really, not many parties I know of do that anymore, especially when a good bard can sleep 2 or so mobs at camp and have them lined up without anybody needing to move and the healer can stay resting w/o needing to move. But I guess older tactics work when there is no bard to be found or what have you.

    We'll just have to agree to disagree on this though, what's hard for one person can be very easy for another, the main problem that I've found distance does it just makes people too lazy or not caring enough and they plink away very slowly and at w/e distance they want and thus give us a worser name, this I don't mind really. In all honesty though, I don't invite many rngs unless I know them for this very thing, same for blus really. It requires no skill imo for rng, blu yes to some degree it does to know what to use yada yada yada but here's the deal-breaker: it requires common sense, and a working brain. If it involves a need for common sense and I can avoid that, by all means I will because it's one less variable I have to worry about my party members being crappy. I've gone through the long phase of inviting as many rngs and such as I can, but after a non-stop bout of crappy players (15+ rng, 11blu, and about 10thf) I've all but sworn off inviting random people on jobs that require any common sense or working sensory organs.

    I'm not entirely against reduced enmity and subtle blow, but I don't think that solely will fix ranger. But this here, this is where it's up to our views, our shells and what activities we do. Personally with my shell and my end-game activities, much is zerged, so reduced enmity, and tp generation is *far* from my/shells list of worries since just having a rng among several other melee (who feed massive amounts of TP) with reduced enmity/tp generation on the mob will pale in the comparison to said rng being able to hit harder and more properly like a rng should. But again, if kills are long for your shell and how you do things, then the enmity/tpgen you suggested would be great, but my shell doesn't do this and if you have the skill/gear/people to do it, it's far more efficient to burn things imo, and much easier. Yet again though, this is strictly opinion, and experience of what you have. If I were in a shell that did things the long and hard way then your idea would benefit me, and in exp/merits mobs die so fast enmity is hardly an issue, doing a 2k slugwinder consistently unless there is such a decrease to rng's enmity build up as to not pull hate, after doing 225+ per shot, and 1500+ barrage, or just the 2k WS by itself would be so heinously broken it would be fixed as soon as people can abuse it like no other. Let me illustrate my point: One Ninja, One Red Mage, 3 Rangers, 1 Bard would be a very broken setup if you can nearly guarantee that the nin can keep hate from the very low hate rngs, and the brds could freely buff the rngs even further and they still would take little hate. This is the kind of thing I find highly unlikely since enmity is just a part of damage, and personally I'd rather see a fix to damage than seeing my hits being totally ignored for no reason. Ninja has a reason to have subtle blow, it fits the job, monk does too in a way though not as much. But ranger is just pure unmitigated damage, and that's all it's every been intended to do, doing it with less enmity/subtle blow would be nice, but I don't think that would fix the job.

    As I said though, everything is to my personal experiences and reasoning, there's no way I can fully comprehend your own, as it makes little sense to me, being that I've never experienced that of which you have. People seem to constantly forget that their own personal experiences can't be fully relayed to another, and thus because somebody disagrees with them or thinks otherwise, they feel the other person is entirely wrong, but I suppose some people just like to do that. ^_^
    I really like your attitude, it's been a pleasure discussing this with you. And your point of view isn't "wrong" just different from mine. I was mostly coming from the angle of small-maning things... with zerging it makes total sense.

  14. #134
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    Sath Fenrir
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    Re: Let's talk about Ranger

    Quote Originally Posted by Mikichan
    I'm Ashiya and I HQ Noble's out my ass blah blah
    Your sig gives the impression that you have a job other than RNG leveled.

    I call shenanigans!

  15. #135
    Bagel
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    Cerberus

    Re: Let's talk about Ranger

    Funny thing, all what has been said can be said about Blackmages also nowdays.
    About the enmity VS dmg etc.
    Too many other jobs can dish out too much dmg for no sacrifice imo as it is rigth now.
    But i feel SE is about to make something for RNG and BLM soon tho.

  16. #136
    Puppetmaster
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    Re: Let's talk about Ranger

    I don't think the problems facing BLM are simply a matter of emnity, but rather the difference between sustainable vs. burst damage (not to mention the fact that the best melee EXP mobs in the game are difficult to nuke without possibly killing your own party members).

  17. #137
    Puppetmaster
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    Bahamut

    Re: Let's talk about Ranger

    As far as I am concerned the swwet spot is useless for me unless I am in a HNM fight where hate is planted well.

    I will do more dmg AND get tp faster stand just within melee range shooting and getting axe swings in between shots. With Pbody and brutal there just isn't a reason not to stay with the other melees. My problem with doing this is it seems opposite of what SE seems to want us to do which is stay back and only range attack. If they can implement something that will mildly increase my dot and tp gain AND allow me to not pull hate I will be hanging back as a happy ranger only range attacking.

    Has anyone actually seen any hints from SE ranger changes are on their list?

  18. #138
    VZX
    VZX is offline
    Relic Shield
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    Asura

    Re: Let's talk about Ranger

    DRG relic knuckles MNK DRK nerf (multi hit TP return nerf)
    RNG nerf
    DRG SAM DRK buff
    next one either RNG buff or 1hander/DWer nerf/buff. But I don't see the latter seems to be the next target.

  19. #139
    Ranger
    9900klub

    Join Date
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    Sonomaa Kihten
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    Gilgamesh
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    Blog Entries
    12

    Re: Let's talk about Ranger

    its pretty common knowledge that ranger didnt get a "nerf" they got raped horribly for a year and change before being given back a portion of their power. BLMs were for D2s before the nerf, it was always "get moar rng".

  20. #140
    VZX
    VZX is offline
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    Asura

    Re: Let's talk about Ranger

    BLMs were for D2s before the nerf, it was always "get moar rng"
    No level difference penalty takes the blame. It's good they implemented it.

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