Home
CritShot Forum (I hang out here most)
Ranger Reports
Primary Concerns
Archery
Pathfinding
Melee and Celtic Dual
Stealth
Realm Abilities
Fletching
Interface
Ranger Links
Player Feedback Comments

by Larian


Get some of my reactions to the feedback Here on this forum. I must say that I am incredibly dissapointed.

16 July 2004 Report

Spec line Issues:

1. Pathfinding:
a. This specline is still considered vastly and grossly sub-par. Not useful enough for a large number of players to even bother specing in it.

Tabled - Needs new argument and less negative language.

2. Stealth:
a. Archers receive nothing aside from the base skill for specing in this. Many ideas from safefall, tracking, or a type of wilderness lore have been suggested.

No - Design Decision currently

3. Recurve bow:
a. Why is it that if an archer spends the extra time to line up a critshot, they can miss entirely? With all the restrictions already in place against a critshot, perhaps letting a “calculated miss” be a normal shot instead (still evadable, blockable, bladeturnable).

No - Design Decision

b. Archer actual DPS is still an issue as demonstrated in THIS THREAD. In addition, we must rely on two (even three) modes of DPS that vary wildly. Furthermore, we have no haste and a 250 Quickness cap to deal with.

Tabled - Need to sum it up with new information

Style Issues:

1. Blade Styles:
a. Due to the opening requirements on blades, most styles are either totally unusable by blade speced rangers, or for all intents and purposes unusable (shield openings).

Under Discussion

2. Overall Endurance Use:
a. This is especially a concern for archers who use up endurance for unstyled bow damage, and are often left with no endurance to initiate melee combat.

No plans to change this at this time - Design Decision

b. The number of Hibernian styles executable with a full bar of endurance also comes in at fewer than the other realms. When Hibernia was the only realm with endurance regen, this was acceptable, not anymore.

Tabled - Compare apples to apples - specifics

3. Recurve Bow:
a. The range of volley is inadequate. Volley is a GROUND TARGET attack, so it cannot be used against specific soft targets. Bladeturn, shields, evades, etc are still effective against it. Currently, an archer is able to exceed volley range with normal aimed shots as it is. Totally unrealistic!

b. Furthermore, volley range actually suffers with elevation. Reported bug.

Tabled - Need new argument or new information.

Realm Ability Issues:

1. 20% of our realm abilities are useless to rangers (serenity, ethereal bond, mystic crystal lore, and raging power).

a. Remove these RAs entirely for rangers, and come up with something useful to archers in general.

2. Lack of variety:
a. With 20% of RAs being useless, the variety of RA paths is limited for rangers. It’s the basic survival RAs first, then focus on utility paradigm again.

3. Summon Arrow:
a. The entire archer community just does not understand the rationale for this RA in terms of cost and utility!

No - Design Decision

Master Level Abilities:

1. Lack of Bowmaster:
a. There is no Archer archetype Master Level. As an archetype, we would like the same consideration that assassin, caster, healer, and tank archetypes received.

No - Design Decision

2. Faultfinder now does roughly equivalent DPS to using anytime styles on an object for all classes without endurance reduction buffs.

Under Discussion

3. Soujouner:
a. Reveal Crystalseed should be a passive ability. The added “shield” graphic needs to be removed.

Tabled - Need new information to support argument

b. Allow selection of locations (house bind or regular bind) for Gateway. Resistance of the Ancients duration is too short.

No - Design Decision

New Issues:

1. Desperate Bowman – Timer seems excessive and the stun too short, especially considering all the restrictions placed upon the user when compared to many other of the “free” RAs.

Tabled - What is excessive? Specifics

2. Players are abusing the new LOS that prevents ranged attacks between the water's surface and underwater. Opponents under fire will continually surface and dive to avoid being attacked.

No - Design Decision

3. With the removal of Dodger, damage is only mitigated by abilities such as Physical Defenses and not avoided. Evasion is vital for survival on our hit point scale. Dodger made up for an intrinsic weakness.

Tabled - RAs were discussed throughly. Need new argument or new information.

Item Problems:

1. STILL unable to max all archery skills (damage and speed) via multiple artifacts. Something other classes can do with just a few artifacts. Suggest slight improvements on the bows and “core” artifacts. And we are still fighting a battle with all the “dilution” we face on top of this.

Tabled - Need specifics

2. The "core" artifacts for archers level off separate highly restricted mob classes, creating a disproportionate PvE tax for maximal RvR performance compared to other classes.

Patch 1.71 - In order to ease some of the frustrations in finding monsters of the appropriate level and difficulty, all artifacts will now use one of six leveling requirements. Artifacts will be assigned to one of the following regions: mainland outdoors, mainland dungeons, Shrouded Isles outdoors, Shrouded Isles dungeons, Trials of Atlantis outdoors, or Trials of Atlantis dungeons. In addition, all artifacts can now earn experience from player versus player kills and from killing monsters in the Frontier zones (including Darkness Falls, Passage of Conflict, and Summoner's Hall).

3. Would like to request priority in allowing elemental bows to do actual elemental damage via elemental arrows. This would hopefully open the door for more specialty arrows as well.

No - Design Decision

Documentation Issues:

1. Bow range in delve is still a desired

Under Investigation

2. Belt of the Sun Bow issue – Already reported.

Tabled - need specifics

3. Trueshot's new name is neither more descriptive nor less confusing.

No- Design Decision

Other Issues:

1. With no access to bow speed increasing RAs and no bow access to haste spells, the 250 Quickness cap is a MAJOR CONCERN! Lack of feedback on this is not encouraging.

No - Design Decision

2. The timer on Camo is much too long considering how “quick one can find a fight”. Request reduction.

Tabled - specifics, how long is it, compared to what?

3. The rate at which arrows are evaded and blocked are still a concern. i.e. evading an arrow shot from stealth, greater than 80% block rate without engage, 210 degree arc.

Tabled - specifics, new information

4. Player crafted reactive procs are still affecting archers at range! No - Design Decision

5. The duration of Larian’s Bow siegelore proc seems a bit short considering archers must deal with drawtimes, and have no further capability to reduce said drawtime.

Tabled - Specifics.

6. The proc on the Braggart’s Bow (and all bows in general) is viewed as inferior in relation to all other effects.

Tabled - specifics. Compare apples to apples

7. A graphical quiver (available with an on/off command) is still desired (otherwise I look as if I am pulling arrows out of my butt!). Animations for specialty shots such as volley too please.

No - Can't do this at this time.

8. Javelin of Flame needs to disappear when all charges are used-up.

Under Discussion

© 1997, 1998, 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006 Send E-mail to Larian@LarianLeQuella.com

Join WebHost4Life.com