Page 5 of 8 FirstFirst ... 3 4 5 6 7 ... LastLast
Results 41 to 50 of 71
  1. #41
    Player noodles355's Avatar
    Join Date
    Mar 2011
    Posts
    883
    I agree with the above. Quite why they commented on Blast Shot and not ammo I don't know. It's rediculous.

    More and more, people are starting to realise that these forums aren't the close link to the development team that they were advertised as, and in fact have almost no impact on the development team's choices whatsoever. The dev team only responds to a topic that they were already working on before hand. If they were working on problem "A" and a player posts about problem "A", they will get a response. But if they post about problem "B", which the dev team hadn't concidered, they will be ignored.
    (1)

  2. #42
    Player Alkalinehoe's Avatar
    Join Date
    Mar 2011
    Location
    Las Vegas
    Posts
    442
    Quote Originally Posted by Washburn View Post
    Right, but for new rangers that arent familiar with the amount of damage they can do without pulling hate, it would help. I, have been ranger main since the summer of 2004, im pretty good at knowing when to slow the arrows and when i can let em fly. -emnity arrows would be good on longer fights to drop your hate so you could land large weaponskills without keeping the monster on you for 5 rounds of attacks.

    Sadly, jobs like RNG and DRG have always been plagued with spastic "lookie me" kind of players who blast as much damage as possible atthe start of a fight, then die every damn time bc thy didnt know how to manage emnity.
    Doesn't really matter how long you've been playing RNG, -5 Enmity arrows (Or honestly any amount of -enmity arrows) are not going to slow your hate accumulation when you've already capped hate, and at this point in the game, it's an extremely easy thing to do.
    (1)

  3. #43
    Player Hoshi's Avatar
    Join Date
    Mar 2011
    Location
    Windurstian
    Posts
    456
    Character
    Hoshiku
    World
    Asura
    Main Class
    RNG Lv 99
    I don't think it's fair to say that the dev's aren't listening. They're hearing some of what we're saying. There have been several updates and changes to the game that have been taken from these forums (although not from the ranger section). As far as the Q and A goes it sounds like /drg is still the only viable subjob for ranger and that's a shame.

    Also Bayohne, I'd like to address this statement:
    We currently have no plans of adding an ability that resets hate for ranger. We suggest forming a party with a job that can control hate, such as thief, to get around this issue.
    I play ranger weekly for voidwatch (which is a heck of a lot of fun by the way). I always allow the tanks to establish proper hate before starting to fight the NM. I usually have a thief in my party and the thief uses collaborator on me frequently. Regardless of collaborator I am the first person on the hatelist the moment the NM uses an AoE hate reset or if the tank dies. I also find that my hate by the end of the fight is quite high and I have to hold back on damage as the fight goes longer to avoid moving the monster. While I don't mind being hit or dying, I feel terrible to move the monster because it makes all of my friends' jobs that much more difficult. It also makes them less likely to want a ranger in the alliance for any NM where non ranged DD are involved. Because collaborator only works on one target none of the mages or other DD in my party are able to gain the benefit of enmity reduction from the thief in our party. Collaborator/Accomplice are not sufficient to manage ranger hate and I think a ranger specific hate reset ability would be quite helpful. With that being said we will have to see how much the proposed enmity reductions and sharing hate with people between you and the monster things work, perhaps a hate reset won't be necessary at that time.
    (1)

  4. #44
    Player Swords's Avatar
    Join Date
    Mar 2011
    Posts
    354
    Granted it doesn't seem like SE is taking anyone seriously on these forums, but I think what they're doing is a good start in the right direction with RNG. On it's own it doesn't seem like much, but looking at the bigger picture the enmity transfer ability does address 3 big issues, RNG gets hate too easily, traditional tanks can't keep hate, and RNG has difficulty finding a place in a party outside of a situational setting.

    The new ability would kill our enmity gain, we'd help the tank keep hate, and if anything RNG could be used and sought after for hate control giving us some sort of niche. Of course this make's RNG seem more like a THF, but most light DD job classes are JA utility types rather than just outright DD's.
    (0)

  5. #45
    Player Ryx's Avatar
    Join Date
    Mar 2011
    Posts
    56
    Character
    Rayix
    World
    Asura
    Main Class
    DRG Lv 99

    This is the closest I come to a "short post."

    Quote Originally Posted by Swords View Post
    The new ability would kill our enmity gain, we'd help the tank keep hate, and if anything RNG could be used and sought after for hate control giving us some sort of niche.
    This is an assumption, that I'd personally like some confirmation on. We're ASSUMING that we generate less hate in the process, by having someone in front of us when the ability is active. The Manifesto description was "increases enmity towards party members positioned between the ranger and his/her target." That says that the "buddy" is generating more hate, but does that necessarily mean that we're generating less in the process? Is it going to be worth standing in front of the mob, giving up the PASSIVE enmity reduction in order to plant more hate on the tank? Until I see confirmation, I'm assuming this is more of an old SATA setup situation, where you have a two tanks on opposite sides of the mob, with the rangers standing behind the tank that doesn't have hate.

    Given how easily hate caps these days, even outside of abyssea, we're not going to benefit in a long fight just by increasing someone else's hate, if we're not reducing our own in the process. Remember what Bayohne said:
    Quote Originally Posted by Bayohne View Post
    This ability will last around 3 minutes, and effects will take place for every ranged attack during this time. We do not plan on implementing a long recast time.
    Which means this isn't a carbon copy of trick attack for ranger. Even if we do generate less hate because of this ability, we will still be generating some. To make it place ALL hate on the "buddy" for 3 mins would be farrr too overpowering, especially in a zerg. Realistically, it'll probably be something more like a 25% transfer. I'd hope for more, but I don't like to set myself up for disappointment. We'd be generating 3/4ths of our normal hate per shot (can we get confirmation as to whether or not this effect will apply to weapon skills? It'll be worthless if it doesn't >_>), while the person in front of us gains the missing quarter.

    I also have to wonder, if you have multiple people standing in front of you, if it increases the hate for all of them, if it's an even distribution, etc.

    This ability will be one to watch with interest, I'm curious about it, but I'm not going to place faith in it until I see it in action.
    (0)
    The truly mighty ones don't flaunt their power.
    How can I explain this to you... The sly eagle hides its claws.

  6. #46
    Player Nynja's Avatar
    Join Date
    Mar 2011
    Posts
    730
    Character
    Nynja
    World
    Carbuncle
    Main Class
    THF Lv 99
    So job manifesto revision has no mention of Dead Aim not working on WS despite there having been multiple bug reports submitted and had been checked by admins in regards to it....NIIIIIIIIIIIIICEEEEEEEe
    (1)

  7. #47
    Player
    Join Date
    Mar 2011
    Posts
    274
    Dead Aim works perfectly fine with Heavy Shot, that's for sure. I have annihilator so I'm not sure if you're referring to jishnu's?

    Anyway, the real problem with ranger is the delay in between ranged attacks (the delay between shots, not the actual shooting). Remove that and we'll be all set. Thanks!

    Quick Edit: Perhaps your critical damage+ is already capped? It's quite easy to cap it inside abyssea with just RR and some critical damage gear (RR + DA is +70% out of a possible +100%).
    (0)
    Last edited by Helel; 08-01-2011 at 09:31 AM.

  8. #48
    Player esoR's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    116
    Character
    Esor
    World
    Odin
    Main Class
    RNG Lv 99
    Quote Originally Posted by Helel View Post
    Dead Aim works perfectly fine with Heavy Shot, that's for sure. I have annihilator so I'm not sure if you're referring to jishnu's?

    Anyway, the real problem with ranger is the delay in between ranged attacks (the delay between shots, not the actual shooting). Remove that and we'll be all set. Thanks!

    Quick Edit: Perhaps your critical damage+ is already capped? It's quite easy to cap it inside abyssea with just RR and some critical damage gear (RR + DA is +70% out of a possible +100%).
    atleast for jishnu's and arching arrow, its plain to see that dead aim dosen't effect ws. day 1 when we got dead aim, did some ws, and ther was no difference in the dmg before. (40% crit dmg should show a signifigant boost in dmg) try a ws in abyssea without RR/SS then try it with. thats the dmg increase dead aim should give, and it doesnt. or someone can show you the formula and expected dmg vs actual.
    (0)

  9. #49
    Player Atomic_Skull's Avatar
    Join Date
    Mar 2011
    Posts
    1,248
    Character
    Bjorne
    World
    Fenrir
    Main Class
    MNK Lv 5
    RNG needs auto attack for ranged attacks.

    The way I see it working is that when you initiate ranged auto attack, ranged attacks will repeat automaticly until you move. While moving it just gets interrupted as it does now, until you stop moving again at which time it starts repeating again. Simply replacing ranged attacks with ranged auto attacks could cause problems in certain situations so a separate macro command could be implemented for ranged auto attack on/off. Alternatively, ranged auto attack could be designed to only work while engaged with a target (you'd still want a separate macro command for ranged auto attack on however because otherwise it could cause problems for jobs that use status bolts)
    (0)

  10. #50
    Player noodles355's Avatar
    Join Date
    Mar 2011
    Posts
    883
    Dead aim doesn't work on heavy shot
    (1)

Page 5 of 8 FirstFirst ... 3 4 5 6 7 ... LastLast