I copied my last reply made in this topic, hopefully this time it reaches some ears of developers.
I don't like trash talk, curse and such personal attacks. I am pretty disappointed about the changes I experienced about ranger and avanger.
So basically from the begining of the game Rangers used to be AA, I would not change that concept. Simply I don't want to see the ruin of another AA class which is going to be very unique in this game. The Zerks mostly tending to SS now, cuz of the healing skill. Therefore it should be a solution to save the class pure AA, buffing class. I dont think so many attack skilll necessary. Totally useless skills and should be removed: Quick firing, Sighting shot, Tear bomb firing, smoke shell firing.
Lets talk about some of the details of skills in connection with Ranger:
- High concentration should give plain ACC+ some ACC in % form (eg. 1st lvl 300 acc and +2% acc, on lvl 10 2000 acc and +20% acc)
- Sniper coolness make it like Sin buff Quick attack 15 min duration (Btw the Quick attack at sin skill tree on lvl 10 still show 2 min duration incorrectly!) Lenghtened snipers coolness DNA should be removed.
- Poison bomb firing remove the defense decrease effect and make it a party buff. Its a bit nonsense that a tempest or WL, Mystic buff has no disadvantage comapred to this skill. They are rly lacking of defense and they are a free kill for melee chars.
- Range extension: half the speed penalty to -0,5 at lvl 10. Think about if Ranger would be turned SS it would be rly OP, therefore should it be remain AA.
- Fixed firing: should be the same like SR sniping maybe it should be lvl 5 max like SR skill, or give some extra damge if u want to invest more points. The conception is give like 1% more dmg every lvl when active.
Maybe SS ranger worth an overthought, but I dont think its the preferred way.
About lunchers the damge increase is a good option if you want to make SS and AA ranger playable. If the AA ranger is preferred I would simply put CAD on each launcher, with increase by reinforcement. It should be not so huge amount like other 2 handed weapons cuz it gives ACC as well and its rly important for AA.
The Avanger main problem in my opinion is the explode mechanics of the traps. they simply do not explode... Just think if an Aoe would not hit, its ridicoulous. It should be bring back to the old hit system. The potens DNA are cool and with those DNA invest they are able to spam traps, like an AOE with much more mana consumpiton out of a lower mana pool. So they are totally OK. There will be whiners that they making too much dmg... There is Light resist against them like any other resist against other classes. The damage of traps should be a lil more increased. The soulution would be a Trap mastery which gives 1% to the damge on each lvl (analog with, defiler, saker, tempest). Since the avangers are SS, magic class some skills on hunter tree should be revised. The point of it, that staff, wand and knuckles should be capable of using the skill Escape and Uppercut. There should be a skill able to retreat since no heal. And I would not change it. I dont think every char in necessiate of heal skills. There are potions, defense etc. I dont want to see a game without the need of radiants. Just think the case when the protector could alone outheal a whole party w/o any radiants... The 0,5 sec stun on each trap would be too OP. There should be only on the high lvl traps ofc the paralsis trap needs a lil more stun duration than 0,5 sec. About the DNAs you should plan it to be able to make a good char out of 50 DNA. It includes potens dna, and summons maybe.
Spreading chill and chemical bomb firing should be moved to Ranger tree, Avanger wont use it anyways.
About suggestion of capturing ET mobs I would say a BIG NO. We have the examlpe when it was available. They sent the mobs out of safe zone... We rly dont need it anymore. A healing pet skill would be a good solution to make them last longer, and maybe the duration should be increased at Monster Revival.
Detecting and elimanting trap should be merged. It would be rly good for LW raids and in battlefields too. You should make this skill a worth-to-invest one. Hence they dont have party buffs, but it would be sthrengthen the party needs of that class.
1 or 2 more trapwould be good in exchange of Spreading chill and Chemical bomb firing.
Hope you vow some of my suggestion and helpped to make those chars playable.
About Knuckle mastery and those Knuckle skills... Avangers are not Zerks or Assas who can approach their enemies. They used to be a Guard, who has high defense, high life and using traps, summons captured mobs. As I see there where no changes about the abovementioned.
I am rly depressed that my beloved game loosing supporters and players who were loyal and only a tiny change missing to make it more enjoyable, and stop this progress.
Feedbacks are welcomed.