If you've ever seen a martial artist fight with chopsticks as a weapon, you can imagine that a dagger is not necessary for a ranger equipped with arrows.
Anyhow, what I am trying to say, is that arrows can make an acceptable close range weapon, and a dagger would be unnecessary for close range combat.
I personally don't like the idea of adding another weapon to our arsenal. I don't care for the fact that classes have inconsistent numbers of items to find/buy and
I don't care for the inconsistencies in refinement either. As it is, I have probably done CoA N more than 50x, and the only time I saw a quiver, I rolled too low for it.
Adding a dagger would make rangers the hardest to equip, having 3 non-armor items to collect. This would be made worse if all items were refineable. Not cool.
As for other close range attacks, I am all for using arrows like throwing daggers/chopsticks as close range weapons. Poke their eyes out! Stab their windpipe!
This doesn't need to change damage potential, as closer range would have a better chance of hitting a vital point, even if the strength behind the hit would be lacking.
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My opinion on these ideas initially presented by Meirin...
Tho my first thought is that if any new skills are added, then every class needs an equal increase in skill options and we would ALL need an increase in attainable skill points to spend on new skills.
Personally, I am content with the skills we currently have at our disposal, and would prefer craftable items (that every class can use) be implemented instead of new skill options for any one class.
1. An attack that blinds your foes.
Sure, I can like this, toss sand/dust/dirt in their eyes! But why limit this to rangers? Any melee could accomplish this (and humanoid npc's). Call it 'dirty fighting' maybe?
Maybe it's a special type of dust that a smith can refine for optimal use? And that all classes can use against non-boss/normal-height enemies (and not underwater)?
2. An attack that allows you to leap back quickly out of harm's way while you release a salvo.
Sure, why not? Maybe make this an extension of acrobatics which would give good reason to spend more skill points into it as a skill?
3. An attack that allows your Falcon to lift you momentarily high into the air while you are release a wide range of rapidly fired arrows with various status effects. (OP, I know)
Sounds cool and very OP. Vulcan/other-top-sklls would need to be made similarly cool for those who don't have/want falcon builds. And how to balance with other classes?
Not sure this would fly, pun intended.
4. An attack that fires a metal arrow that acts like a lightning rod for magic users.
This is am awsome idea, I like the idea of having a skill/item for strengthening others we are working with, rather than strengthening ourselves. It's also non issue in pvp 1v1, but may be an issue in woe?
A similar idea could be applied to the monk class if they were given a group buff that replenishes sp over time to all partymembers... (and this would help make up for the fact that monk has no party buff)
5. Make the Ymir Child form have its own special attacks. If I am going to be a stupid tree, at least give me a bone here.
I am unsure about this; yeah it's a silly-looking greenman/woman outfit, in an unfortunate shade of green, that isn't as cool-looking as other Ymir forms...
But if it has other attacks, then every Ymir form ought to; which leaves our leaves looking just as unfortunate in comparison to the other Ymir forms.
6. An attack that adds the classic "fire arrow" ability.
I dunno what exactly you mean by 'classic fire arrow'...if you mean molotov-on-a-stick, then give every class a molotov attack, not just rangers.
Or make molotov vials a craftable (alchemy) item in game that every player can buy and use to augment an attack.
7. An attack that, when the fired arrow hits its targets, explodes upon impact
Again, if we get this, then every class ought to get something similar, or replace one of the traps with this skill? Or a craftable item every class can use?
8. An attack that acts as a beacon for the surrounding monsters to come maul the intended target. *Insert evil laugh*
This sounds so fun, I can imagine a hormone-compound might make some creatures behave thusly. Again, however, this skill could be awarded to every class...
Or perhaps it isn't a skill at all, but a craftable (chef) item that any player can buy and then use in combat? Sounds like this would only work in PvE, which suits me.
9. Maybe allow Rangers to kick and punch their way out of melee situations...?
We can already backflip out of melee, then kite. Good enough for me. I don't want to be a monk, not even a little bit.
10. An attack that creates a whirlwind from the arrow being shot at a high velocity, which sucks enemies into its wake.
Sounds cool and very OP also. Not sure I like this. Altho it has often bothered me that NPC Bosses can make whirlwinds and player characters can't.
11. An attack that allows Rangers to jump on top of large monsters and fire arrows into a weak area. This could only be applied after Sharpshooting was used.
Sure, but game mechanics of making this one work seems too intensive. Currently, nothing has a solid mesh, so we just fall thru, whatever creature/npc/pc we jump on.
12. A passive/active skill that allows for Rangers' range to be increased permanently/momentarily.
This could be fun too! Perhaps decrease accuracy/crit, but increase damage? Maybe a slingshot-like string is made by artisans, and it can handle so many shots before it snaps?
13. An attack that drains the SP of an enemy.
This ought to be a skill of another class, imho. Perhaps Monk, Perhaps Mage? Perhaps Noel?
Edited by Maxscha, 10 May 2014 - 03:21 PM.