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Thread: RNG Ammo

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  1. #1
    Community Rep Okipuit's Avatar
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    Apr 2012
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    Fellow rangers,

    I have some great news! The lead developer is proceeding to analyze the cost for ammo made via synthesis and synergy, as well as considering ways for rangers to be more conservative through job abilities.

    We definitely appreciate the feedback provided so far in this and the Producer Matsui suggestion thread; they will be take into consideration. However, if you have any left over concrete feedback you would like to provide or if there is a really great suggestion that you feel must be implemented, please let us know!
    (35)

    Okipuit - Community Team

  2. #2
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    Quote Originally Posted by Okipuit View Post
    Fellow rangers,

    I have some great news! The lead developer is proceeding to analyze the cost for ammo made via synthesis and synergy, as well as considering ways for rangers to be more conservative through job abilities.

    We definitely appreciate the feedback provided so far in this and the Producer Matsui suggestion thread; they will be take into consideration. However, if you have any left over concrete feedback you would like to provide or if there is a really great suggestion that you feel must be implemented, please let us know!
    Awesome, thanks guys. It would feel kind of weird to have to use a JA to conserve ammo unless there are other benefits to using the JA. I think tacking recycle onto velocity shot, or simply making it a native RNG trait, would be a great. If you have a super cool JA ability in mind then disregard!
    (4)

  3. #3
    Quote Originally Posted by Okipuit View Post
    Fellow rangers,

    I have some great news! The lead developer is proceeding to analyze the cost for ammo made via synthesis and synergy, as well as considering ways for rangers to be more conservative through job abilities.

    We definitely appreciate the feedback provided so far in this and the Producer Matsui suggestion thread; they will be take into consideration. However, if you have any left over concrete feedback you would like to provide or if there is a really great suggestion that you feel must be implemented, please let us know!
    the biggest issue? ok, I know ranger is already a walking hate magnet if you play it only half-way competently, full bore and well, it was nice knowing you. That said, our damage numbers were majorly nerfed long ago, and we never really got them back. Put it this way, originally rng was a distance DD with damage that equalled a top flight blm, albeit without the ability to meaningfully target elemental weaknesses and at the cost of MB damage. So much so that rangers were interchangeable with BLM when building conventional parties. That was scaled WAY back, but our squshiness wasn't-in terms of our LACK of ability to take a hit we're still on par with blm. Worse, we weren't given anything to balance the loss of DD. Now in terms of basic internal balancing jobs have generally been designed such that the greater the ability to deal damage while not in harms way, the lower the ability to take a hit. that's the problem with ranger, there's nothing on the left of the = sign there. Our def and the like suck as much as they always did, but our damage simply doesn't justify it.

    I'm not asking for our defensive abilities to be increased, please don't think in any way that I even want that discussion to happen. I want our DD back. Distance DD is no longer part of strategy building because it is no longer part of the game, at least in a viable way. On that subject, I think a few BLM would like to hop on this bandwagon, too. We want the ability to do our big numbers again. If that means you have to allow the traditional tanks to "stand up, grow a pair and put their big boy panties on" so be it; seems to me the tanks have been asking for just that anyway. We need the DD numbers to get back to their former glory, AND to scale into end-game proportionally. When a straight DD 2-hour like EES is easily outdone by a mediocre roll on a mid level weapon skill-or even just a regular crit hit for that matter-something is not just slightly warpped but in fact totally bent out of shape in the basic design of the job.

    You are so fond of the term balance, so I'm asking, where is it in any of the above?
    (2)

  4. #4
    Player Khajit's Avatar
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    Mar 2011
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    Khajit
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    Quetzalcoatl
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    THF Lv 99
    Quote Originally Posted by Glamdring View Post
    the biggest issue? ok, I know ranger is already a walking hate magnet if you play it only half-way competently, full bore and well, it was nice knowing you. That said, our damage numbers were majorly nerfed long ago, and we never really got them back. Put it this way, originally rng was a distance DD with damage that equalled a top flight blm, albeit without the ability to meaningfully target elemental weaknesses and at the cost of MB damage. So much so that rangers were interchangeable with BLM when building conventional parties. That was scaled WAY back, but our squshiness wasn't-in terms of our LACK of ability to take a hit we're still on par with blm. Worse, we weren't given anything to balance the loss of DD. Now in terms of basic internal balancing jobs have generally been designed such that the greater the ability to deal damage while not in harms way, the lower the ability to take a hit. that's the problem with ranger, there's nothing on the left of the = sign there. Our def and the like suck as much as they always did, but our damage simply doesn't justify it.
    Full bore blm back in the day was crap. It only looked like it was amazing damage because the DD didn't have the gear, food, didn't bother to parse or math out the damage done, and skillups were hard to get plus brds were exceedingly rare. Fast forward to when people had decent gear, food, skillups done,etc finally and your vaunted full bore blm was quickly realized to be garbage and banished to Mount Z.
    SE has been slowly reversing the original nerf for years to the point where rng is actually stronger than it was pre nerf days outside of being able to melee for tp barring Kclub users. The problem is that DD have been getting better all this time to the point where they can uncap haste.

    What you really need is a way to do ranged autoattacks and for the various buff jobs to increase snapshot so that rng can have similar buff levels to current melee. Making stuff like omphalos bullet stackable so that we can at least have our backups ready would probably help alleviate the rage incitement SE is doing with their current stances too.
    (1)

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