So, I'd like to have a small discussion about ranger paths. As many of you know, most rangers like to pick tracker as their path, because it's currently the most useful of the ranger paths. I'd like to break down ranger paths the way I see it, and then give a few suggestions (which may actually help with rangers themselves):
Now the biggest problem that I see is actually with archery - this path is the most counterable of all the ranger paths. It doesn't take much to deal with an archer.
Archery
** Number of Skills Counterable: 5 (all)**
** Now, some of you may be wondering, "What the hell's he talking about?" Well, I'm talking about scrolls of missile immunity. Though expensive, these are very readily available, and they render an archer completely useless. There are 17 base classes in this game, and 12 of them get the scrolls skill. In addition, there are certain items that also grant this ability. Also, the archer's long range is nullified by the fact that anyone with fired weapons who is not an archer (IE - a tracker ranger, a warrior, a ninja, etc.) is able to shoot back, regardless of distance.**
** Suggestions: First and foremost, shorten the duration on the most readily available sources of this skill - lower the level of the scrolls. Change it so that a class with fired weapons may only return fire upon being shot if they are within range (1 room, in most cases). If this is too overpowering, perhaps cut the range in half. Final suggestion (and perhaps the one I like the best) - attach a skill called volley to the Marksman ability (archery ranger lore). This skill, similar to chain lightning, would allow the ranger to shoot a volley of arrows that would short circuit their opponents missile shield.**
Beastmaster
Number of Skills Counterable: 0
** Now, while this may seem to be the best of all worlds, as there are no counterable skills in this set, that benefit is somewhat nullified by the fact that there are no real advantages to choosing this path. Group herb is really only useful in a party of humans - as if your pets and you are receiving enough damage simultaneously that you're going to die, then +200hp isn't going to save them. Pack call, while nice, is also not that spectacular. And finally, an extra pet and pets that are a level higher is not truly worth giving up the abilities of the other two paths. There has yet to be a single truly successful beastmaster ranger. Senrail came the closest, and I would like to point out that if he had chosen EITHER of the other paths, he would have been significantly more effective.**
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Suggestions: Raise the level of the pets to two levels higher than their owner. This isn't going to be some godsend, it's merely going to A) give the pets a tiny bit more health, and
make them a tiny bit stronger. Allow the third pet to be either a raven OR a displacer beast. We all know that ravens are useless. Let's be realistic here. Increase the hp healed by group herb.**
Tracker
Number of Skills Counterable: 1
** Now, this is possibly the most effective choice for any ranger. You get five different abilities, all of which are uniquely and incredibly useful. My suggestions for this path are thus going to be for it to be toned down.**
** Suggestions: Give doublesheath to all rangers, not just trackers. Replace doublesheath with powergrip for the tracker path. Make it so creatures that are flying do not leave tracks.**
So this is my take on rangers. They're a good class that is a little unbalanced, either in that one way it's underpowered or another way it's overpowered. Ranger paths were not added to change the power level of the class, but rather to give it flavor. Let's not lose sight of that by keeping one path more powerful than all the others, and thus preventing the other two from being selected nearly as often.
As a whole, rangers are an awesomely fun class to play and fight - I've done my fair share of both. So this suggestions part will also include some overall balance suggestions.
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Change hitroll and damroll from stat bonuses, so that dexterity affects hitroll and strength affects damroll. Why would a muscle-bound ogre be more accurate than a dextrous halfling, just because he's got bigger biceps? It doesn't make sense, really. So I propose a simple (not sure how logistically simple it would be, but logically simple) change where dexterity plays more of a key factor in hitroll than strength.
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Coupled with the above change, lower ogre dexterity by one point. This would make ogres less superior as melees, but still very very viable. With the above change, this would also improve the desire to play high-dexterity melees as a whole.
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Remove quiet movement from the ranger skillset. For a class that plays like a warrior, acts like a warrior, and essentially fights like a warrior, this class just feels a little to roguish to me. Making it so that rangers cannot move while camouflaged would fix this a little.
I'm sure there's more, but it's 4:30AM, and this is all I could think of at the moment. Let me know what you all think