Ranger Start Tree feedback
More change (Hope to help):
=> !✓ ☛ Add Life nodes, very low possible survive choice for Ranger + very low where Ranger can find life. => !✓ ☛ Status ailment nodes can be more productive. Its maybe fine, but a little buff would be cool. Maybe don't needed right now, just for me (or some other too) not very helpful. => !✓ ☛ Buff DEX! Need more Accuracy and EVA from DEX nodes. => !✓ ☛ Maybe new node like Chain/Pierce or similar make new life for old Ranger builds and fun. => !✓ ☛ Move away Avoid Stun and Stun Recovery nodes out to completely optional clusters, but that's work for all class, not only for Ranger. That's IMHO and maybe only i don't understand there nodes... almost all Class take Immune to Stun and Convert EVA to ARM, CI Ranger buy unique amulet with immune. But that's problem for all Stun Recovery nodes and how they work. => !✓ ☛ Life regen node. Need to add life regen node, bcs nowhere near Ranger no Life regen at all, just zero. Need to make new nodes with Big nodes mana and Life regen. => !✓ ☛ Eva and Life nodes... they are very far away for rangers... 100% true. Need add or buff near rangers eva + life nodes. => !✓ ☛ Attack Speed with Bow and Accuracy Node not give much only some Big one fine and other too low and not so useful + Movement Speed with +3 and so on... not worth it. => !✓ ☛ Strength node very far away from Ranger, ultra long way for take some node. need to add mix node with DEX/STRENGTH + very low life node and no Regen near ranger. => !✓ ☛ Chance to Freeze or Chill only with Bow and ice dmg from weapon => !✓ ☛ Now ideas for skill, but can be created nodes too: Ice Arrow not popular; not very useful and more. Idea just to add nodes (3-7) with chance to Freeze or more Chill duration WITH BOW -> its don't make big changes for other ice spells and don't ruin balance with DMG or other, but make more useful builds with Ice Arrow. OFFTOP (im sry):
Spoiler
PLEASE MAKE BUFFS FOR DECOY TOTEM, PLEASE! On every and all maps Decoy died at 0,5-1,5 sec WITH MAX QUALITY AND MAX TOTEM ELE RESISTANCE! MAKE BUFFS PLEASE! PLEASE, I WISH FOR THIS FOR LONG! And Need BUFF for MINION TOTEM ELE RESISTANCE too.
Maybe some idea (special for ice arrow) will be useful and fine :) Thanks! |
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" Exactly. I'd add Templar to Sebash6's statement. It's pretty clear that the 'best' nodes (in terms of cost-effect ratio and what's actually needed in the game) are located in the W/NW region of the tree and almost all solid builds have valid reasons to go there and grab such nodes. Let's see what they mean with "stats refactor" but I really hope that they're going to rework Evasion nodes too, because they don't offer enough of a reason to stay in that part of the tree for any class at the moment (and Iron Reflexes is reinforcing that idea). No amount of +Evasion or +DPS is going to balance this while the metagame calls for Life and Resistances and overall flat durability. |
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" Stats refactor? This should be interesting. I have high hopes that the Ranger tree will be radically improved. For Ranger build tips, tactics, and critiques, visit this thread: http://www.pathofexile.com/forum/view-thread/69224 Last edited by Islidox#7754 on Jun 21, 2013, 9:16:42 AM
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It'll be interesting to see how the Ranger will fit into the game after improvements on stat points. Hopefully she will come out of her cocoon and blossom into the Dex character she was always meant to be! :D
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Last edited by Goldfarm#0898 on Feb 12, 2021, 7:18:08 PM
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" I could agree with that. It may not be so difficult to code in somehow reducing the power of RT and Lioneye's accuracy when facing another player, who knows. It's just important to think about these things because it's better if the game is balanced when considering both PvE and PvP always in mind so we can hit two birds with one stone. It's better than what happened with D3 when PvP was first introduced and became a 1-shot fest. Sorry for bringing up such a horrible game to use as an example, but ya. Some of us who came from D2 plans on playing PoE mostly for PvP. That's how my friends and I played D2 for sooooooooooo many years, pure PvP. Not maps. Not the hardcore league. Some of us care a lot less about PvE. PvP is the true end game for some of us. " If it is only a simple numbers change, then it may not be good enough unfortunately. But it's a huge step in the right direction. They did pretty well with the monster damage reduction because now it's at least possible, but still slightly difficult, to do higher level content with only 2-3k life. GGG developers are actually some of the most brilliant game designers I've ever seen. They're really smart and cares about actually making an good game (not just out to grab your money). I continually wish them success and plan on playing this game for the next 10 years. Thus, I am confident they'll find and implement good solutions eventually. And as you mentioned, time will tell. It should be mandatory for players to have a high level character (88+) and have done the highest level content before they are allowed to post comments about end-game content, end-game balance, and what's "OP" Last edited by Athoy#5214 on Jun 21, 2013, 12:44:53 PM
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here's hoping that stats refactor means addressing the low value of dexterity relative to other primary stats.
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"Instead of its current functionality, Resolute Technique should double your chance to hit with melee attacks. Yes, it has to be melee-only, otherwise you get order of operations with Ondar's Guile and things just get confusing. The whole "even archers get RT, WTF?" thing is a secondary consideration, but to be honest that behavior also bothers me. In terms of utility, double is plenty; getting 47.5% chance to hit in PvE is actually really easy, requiring so little effort on the part of the player that just getting Dex for green gem requirements does the trick. However, it would give very, very evasive builds a chance to actually get some evades in during PvP. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jun 22, 2013, 12:23:11 AM
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Something like "you miss twice less" would work better, for example instead of hitting 70% of the time, that would raise it to 85%.
And please, let's be serious, this game has not been designed to include real solid pvp, otherwise we would not have such abilities like RT/Lioneye's glare/Unwavering stance that just ruins completely some type of builds. ( Ennemies cannot leach life/mana from you ruin also many build ) SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Jun 22, 2013, 5:50:39 AM
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" In the future, I suspect GGG will devote more of their time towards bettering and balancing PvP, just not at the moment. They're busy improving the game in general so it can be released and enjoyed by even more people since many people have this irrational notion that just because a game is in beta, it's not worth playing (though there won't be any wipes in open beta so our characters/items will carry over). GGG has their priorities, and I do agree that it's more important to balance the over-all game systems and PvE before messing too much with PvP. PvP, afterall, still depends on PvE (where will you get level and gear?) and the overall core mechanics and depth of the game systems. If the foundations of the game is done well, for the most part PvP will automatically get closer to balancing itself. For example, by nerfing overpowered builds and nerfing underpowers/nonviable builds/gems, GGG by extension somewhat balanced PvP. Some specific PvP tweaks and balances will have to eventually be made by GGG, but the point still stands. It's just a good idea to always keep PvP (and botting, RMT, etc) in the back of our minds when thinking about improving the game, that's all. Regarding enemies cannot leech life/mana: for now, they don't seem that overpowered at least because they usual require a good amount of point investment and one can use the Sin Trek boots if they don't want their life to be leeched. There's no such equivalent for cannot be mana leeched yet, but I personally don't think mana leech in PvP is as big of an issue as life leech, but I could be wrong. Please understand that GGG developers were also ARPG and obviously the Diablo (real one from 10+ years ago) fans so I am willing to bet some currency that they are fully aware of the joys of getting a character to a high level and PvPing against other players. Since they probably wouldn't enjoy playing a game where PvP is insanely imbalanced (a little is okay) and they really do want to make a game that they would play and enjoy themselves, there's a great chance that they would care the PvP aspects of the game. But more so in the future after they've taken care of items of higher priority. It should be mandatory for players to have a high level character (88+) and have done the highest level content before they are allowed to post comments about end-game content, end-game balance, and what's "OP" Last edited by Athoy#5214 on Jun 22, 2013, 7:25:52 AM
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