Ranger Start Tree feedback
Add fix "3-5% chanse to evade" to one of 3 start "+10% evasion" keystone.
"Отрастил скилл - имеешь право ногибать" СерБ
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I would like to se something similar to how armour works but with reversed its usefulness. Armor is superior againts small hits, while being just OK against big ones. I wish to see something superior againts big hits but just OK against small ones. Ranger is agile, so why wouldnt he/she be able to take less dmg from that big, often slow hits?
For example keystone passive: You take 50-90% dmg from hits damaging you for 50-10% of your max health. If my character have 3k hp instead of 4k hit i would take only 2k dmg , taking 300hp would result in 270hp but 200 hp will be stil 200. IGN: HeavySmasher Last edited by Mateq#6527 on Jul 1, 2013, 8:14:32 AM
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" + great idea, i think. "Отрастил скилл - имеешь право ногибать" СерБ
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" I like this idea too, it would work fine with evade and be really powerful with armor. Maybe it should just replace acrobatics and then remove armor ( not ES, removinb armor and ES is the dumbest thing ever, one is a primary defense, and the other one a secondary defense ... doesn't even make sense ). SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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So what Are the plans in the making right now?
I made my first character lvl 46 Dual Claw Ranger loving her so far. I'm worried about this patching breaking the build I've had in the making :/ as of right now she may feel a bit squishy but that's not a problem for me, makes sense for a Dex base to be on the fragile side .. |
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Because its a reworking of a whole area of the ranger's portion of the passive tree, we will most likely get a respec option. I wouldn't worry about where you put points in the mean time and just play the game as you want. I'm so glad the ranger is about to get some love. :)
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Awesome idea for something reducing big hits, if this can be balanced.
I know this thread isn't about the acrobatics keystone but it's kind of a big part of what starting as either a shadow or ranger should be. I started a flicker strike shadow planning to use life and evasion/acrobatics in anarchy and quickly found how much of a problem big hits/stun from resulting big hits is and promptly dropped acrobatics to take iron reflexes. Character is suddenly 100% better. Evasion, coupled with acrobatics or not, is simply not viable for a melee character at this time. A huge part of this is the lack of an evasion equivalent to determination. Sure there's grace, but armor users get a double dip of using grace anyhow then converting it to armor and multiplying it with determination, while evasion users just get grace. Another big part is the lack of big evasion nodes available at the start of ranger's tree; they get one good 18% node then rest is junk. It's rather far and awkward for a lot of builds to pick up the 10-10-30 nodes for evasion boost towards the center of the tree while a duelist can get a 12-10-30 armor node set easily. |
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I think the melee ranger is real close to being viable. Pare down the nodes needed to get the 6% shield blok cluster, and that tree is pretty strong for a melee, situated right in between the duelist area and the melee side of the shadow melee skills.
My suggestion for the area would be to remove on of the intelligence nodes leading out of the top of the ranger area (the two +10 int nodes needs to be one +10 int node imo), and allow for a faster track to the +6% chance to block shield cluster in the middle of ranger or make that cluster a touch stronger. The area also needs a combo something+resists node, you have to go up to nullification or all the way down to diamond skin in duelist to get a decent +resist node. Change shield cluster to +6% shield block, +8% resist all, +20% shield defense, and make one of the +6% life nodes into +10% life, and you have a really viable melee starting area imo. Changing the %block recovery into two 15% reduced critical damage would be amazing as well. The stun avoidance nodes are pretty good as is. My current ranger tree. Something like this as a goal? Also! Please add melee gems as an option for ranger in descent if possible! Hey...is this thing on? Last edited by LostForm#2813 on Jul 2, 2013, 10:35:33 AM
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I hope this doesn't affect the Movement Speed nodes near the center, as I had plans for those on my Dual Lightning Warp Totem Templar... :P
EA IGN: Man_Screams_At_Skeleton
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I think that big hits dmg reduction keystone could be pretty easy balanced, like taking es to consideration when hit is made, halving/removing whole armor...
Another ideas: 1. Some cool crit mechanics. I would like to see something like: a) Keystone passive: Triples your crit chance, but halves your attack speed. This could reduce mana problem for crit characters. Example 100 weapon dmg, 1 attack/s 20% crit chance, 300% crit dmg, before this: Over 20s we get 16x100+4*300 giving us 2800 overall dmg After: Over 20s we get 4x100+6*300 for overall 2200 dmg, and half the mana cost. So it simply reduces our dps unless we get crazy amounts of crit, reducing continuity/fluency but heavily boosting mana regen. b )Another: Maybe circle or Keystone: Your crit effects are +10/10/30 or +50 stronger. For example instead of igniting target for 100dmg over 4s, it could ignite for 150(over 4s), instead of 1s shock we would get 1,5s and so on. c) Your crits/killing blows deal additional 10% of damage dealt as aoe(with something like 15 radius) 2. Something to do with attack speed: a) Keystone Passive: Your every attack is now followed by additional one dealing 10% of that dmg. b) Less dmg but more as: Some berserker one Keystone would be like you attack faster, but your hits are less likely to hit/crit. This would maybe make accurancy rating more attractive. 3. Isnt he/she supposed to be perceptive? I would like to see somewhere circle with elemental penetration like +2/+2/+4. IGN: HeavySmasher
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