Ranger Feedback (Patch 3.60)

Curious as to how everyone feels to the new Ranger changes.

Doing some testing on a Target Dummy, our ultimate charges in about 100 seconds.
This is testing at 40 Range and missing a couple shots which breaks the chain to generate more ultimate.

Shooting 1 arrow per second, it takes about 80 - 100 Arrows.
Shooting 2/3 arrows per second, it takes about 120 Arrows.

This was rough testing but I don’t mind the change to be honest.

The only thing I would consider is making our Special Arrows and Charged Shot add a little more ult charge to give an incentive to using them, assuming they don’t already do because I didn’t notice anything.

Regards,

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Cool, thanks for testing it out. As I said the target is 60-90 seconds, so if it’s taking 100 seconds at 40 Range when you are mostly keeping the chain going it probably needs to be a little faster. Adding some extra Super to the Special Arrows or Charged Shot sounds like a great way to do that.

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Ok so I have been doing so of my own testing and in real-world application we have been nerfed extremely hard. I personally love the idea of less spamming and more precise damage. At the same time with the current setup, if we are playing solo and anything gets inside of our pip range and almost everything in the game is designed to come inside of our pip range and with melee targets our ALT is almost is not charging at all. Unless we just happen to be fighting a range target. Even ranged targets are inside our pip range. Now it feels like we are forced to spam even more.

In real-world application soloing is not charging it 60 or 90 sec, now whether it’s a bug or it just needs to be tweet whatever the design is right now, solo is just horrible. I’m pretty sure that the game was designed to be played multiplayer and solo so we’ve got to come up with some happy medium.

Right now we are back to spamming arrows and now we get no return on that effort. So for Rangers to be effective in game is to be in a party and it feels like WE must have a WAR with us at all times for taunt. No other class can hold the threat and the Rangers are back to face tanking mob and not getting any return on that investment. As soon as that happens then we are back to square 1, even if our ALT has charge to 10% at range as soon as we get targeted (If it is melee our ALT all but stops charging).

Even with using a trap to get range on a target we only have a few secs TO SPAM to try and charge our ALT.

I effectively try to use all my special arrows as soon as the ability is up to use.

Great for party play, bad for solo play

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If I’m understanding what you’re saying, you’re saying that the class it totally broken now because in Solo play you can’t charge up your Ult and use it on every fight? That was never really supposed to be how it worked.

Nothing else about the Ranger changed yesterday other than how often their Ult is available. The whole class was never designed to have their Ult available pretty much constantly, just like no other class has their Ult available pretty much constantly.

As I already said, I will be making some adjustments to make it charge faster, and I can certainly think about making it charge faster when things are in close-range. But just to make sure everyone is on the same page here, there was never supposed to be and never will be again a situation where your Ult is available faster than every 60-90 seconds of combat.

And again, none of this was designed to cause you to do less spamming. Unless the only reason people were spamming before was because it built up the Ult the fastest, I guess? But that’s never how it was presented to me previously and if someone would have at some point said “Yeah, spamming arrows is the best way to play because you can keep your Ult up all the time” I would have said, “Oh wait that’s not how that’s supposed to work, that’s totally broken.”

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I went into the went into the desert dungeon just to check out to see how much charge we were getting off our ALT I kills over 20 targets and my ALT never went higher than 5%.

I don’t think that’s quite what pin is saying, so it will probably take around 10 mobs to build up your ult, which if that’s what you want it to be, then we are stuck with it. To give a bit of context, yesterday I was farming a bunch of necrocultists, and wasn’t going to range, nd just shooting arrows like I usually do. In the 3 hours I was there, I probably charged my ult about 5 times(had a couple crashes so it’s a rough number) I know I could have gone out farther to gain more ultimate faster, but I am trying to put it as a reference to solo play to show the estimate you would get at close range, because once u start attacking a mob u have around 10 seconds max to charge ult as they charge in

Edit: bit of a wall of text, but hopefully it makes sense

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Okay so it sounds like the main problem is the penalty for the Ult not charging at close range is too severe. I can make some adjustments to that. The idea is supposed to be that you are getting a “bonus” to it so it charges faster when things are far away, not that it doesn’t charge at all when things are up close.

At the same time, the class Ultimates in general are supposed to be like infrequently-available boosts that you can use on a big fight like a boss or to get out of a sticky situation. It’s a little concerning to me that apparently so much of the Ranger meta had evolved around the idea of getting your Ult up as quickly as possible and then having it up nearly all the time. That was never how the class was supposed to play.

So, yeah. I guess long story short:

  • I will make some adjustments so your Ult still charges in 60-90 seconds even when you are at close range
  • The Ranger meta may have shifted a lot for some players if you were relying on the Ult being up all the time as the primary damage dealing part of the class, but that was never intended.
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Good to hear! If not too sure about how much of the ult is a meta, because during my solo grind to 20 I would usually just save it to when I mess up and am about to die, but that could just be me

I think most Ranger’s used it as a way to get out of a mess up. But I also look at the pips as a reward system for positioning and accuracy. Being able to charge the ALT when playing solo balance out not being able to use your Pips effectively.

im glad that adjustments were agreed on. I was about to reroll runemage.

To be fair I haven’t played since the change so I can’t confirm how it would affect my gameplay, but in relation to Kamina comment, in my grind to 20 I used my ults alot. I farmed alot in the desert and my strat was to kill low level mobs to charge and than kill mobs with stars.

So yeah, that would probably not work anymore. And I don’t say that this should be the way it work. Just that I for one was relying on my ult to solo cause you can’t really use the advantage of shooting from far away when soloing since the trap won’t hold after you do damages and you often can’t go that far without getting aggro from another mob.

But yeah Riley I am 100% positive that our ults where way too fast to charge during boss fight. I was probably 90% of the time in ultimate.

I can understand if you don’t want to increase the ult charge. You could increase other aspects. The notches really feel non impactful. I feel they could use a big buff. That would make ranged play more rewarding.

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I feel like rangers should shoot as slow as musketeers, problem solved!

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From playing a warrior I don’t understand the fuss. I don’t even bother looking at the super meter while soloing. I’m not even sure what it does it’s available so infrequently.

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Just a grain of salt. In my opinion, the ranger doesn’t have the same ability to survive that the other classes do. Constantly, Mages can push away and slow. Musketeers can slow and self heal (short stun if you count graviton). Rangers have a long CD trap, which breaks the stun as soon as the target takes damage. We have no slow and less abilities. By reducing the amount the ult charges, I believe it makes it tougher for rangers to solo; Obviously it is dependent on the individual skill level. Some sort of Frost shot, in which the arrows provide a slow for a certain amount of time.

hopefully this ends the mass of people complaining about the class and always wanting to change it to their liking

I agree with that. We shall see what comes out in the futur :slight_smile:

It wont because there are a lot of other things that people think Rangers need changes in.

This thread is mostly specific to the super charging up was specific to how the devs had changed how quickly you could charge it up.

And the criticism is warranted because charging the super at close range now takes like 5+ minutes do to how little charge you get from regular attacks. If the goal here is to make it charge in 90 seconds then its not working at close range.

So its a good thing that the devs will take another pass at it as they said. But that doesn’t mean the discussion is over haha.

Just making sure you saw yesterday’s patch:

Modified the Ranger Super charge rate. The penalty is now not nearly as severe for fighting up-close targets as those at long range. In addition, arrows using an ability (e.g. Poison Arrow) will now give a small bonus amount of Super, and using the Charged Shot will give a larger bonus of super as well. See notes below as well.

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I tested it against the dummy, aberrations, worldboss and i agree that was too fast before the change but now is really too slow. When i first saw the patchnotes i thought it would be just 3 times slower, but this isn’t the case. For example: against Sanyael i was able to charge the ultimate at least 2 times before each wave of adds, now i can charge it once in the whole fight or 2 if there are many waves of adds (and that’s using every special arrow/charged shot when available).
I think the basic charge should be increased a bit and, more important, the bonus on shooting from afar, i was literally shooting the worms from as far as being ignored (70+ meters) and still needed a lot to charge it before engage Sanyael.

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