Post by Azherae on 2023-12-19 23:36:49
Prefacing this with the reminder that I'm still probably negatively biased against anything that makes me feel like it will make another BDO, I don't play Ranger, and by his own admission, the person in my group that
does
play Ranger tends to give more superficial feedback (so this has nothing to do with his).
It looks okay. Nothing too fancy, but that's not what I'm hoping for when I check in on a showcase of what is still fundamentally an indie MMORPG.
A lot of what I'd comment on is stuff that would only be showcased in next LiveStream (Raid/Group PvP) or a more 'challenging' PvE/PvX showcase. It's hard to infer much from what was shown beyond the basics without making a ton of assumptions. Therefore everything past this point is making those assumptions, and should just be ignored whenever the assumption's wrong, ofc.
Assumption #1: Since Snipe and Headshot are functionally 'Tab Targeted' abilities, they could miss a highly evasive character such as an Evasion Tank.
I don't know what to make of this, on the one hand if we're keeping the 'Evasion Tank' concept, this somewhat has to be true, because even with 'Everyone has a CC Cleanse if they want', a group of Rangers right now would still achieve massive Area Denial and damage at the same time. If Evasive Characters can just rush them down anyway without instantly dying, great, if not, Ranger Wars?
If buffing Evasion can get you through even these skills, then I'm interested, but concerned about the 'battles of statistics' that are likely to pop up based on the fact that healing doesn't miss. That's the standard for the genre, though, so mostly, it comes off as, in a very roundabout way, less of a commitment to any form of Hybrid Combat.
Assumption #2: Since Disengage isn't required to actually be a Disengage and Air Strike has huge range and Air Control, Fighters have even more than this.
When I say 'even more' I include 'having much shorter cooldowns', but this isn't often 'enough'. Ranger now has the most CC we've technically seen so far, like if you took every Carry in Predecessor and made one character that could do all of it. SkillTrees notwithstanding, I foresee a lot of spec into CC resistance. I kind of like this approach depending on how much Evasion is weighted. Can you cleanse a Mark off someone? Does it count primarily as a Debuff? Based on my L2 understanding, it will.
Assumption #3: 'Boss' combat mobility requirements will be lower, or we'll be expected to maintain 'perimeters'.
Even considering the fact that some of this CC 'shouldn't even be working' (obv it had to be shown off, I understand this), it's hard to imagine a situation where 'the reason you didn't just bring a lot of Rangers to help you steal a boss kill' isn't just 'well people will stay Green so the Rangers can't CC them at critical moments'. I'm interested to know from some future showcase which direction the team generally wants to go, with this.
Assumption #4: Attack Speed is meta/capped/not even a buildable stat mostly.
Balance is obviously not in place yet, but the counterplay to that rate of fire from the Ranger definitely seems more like a 'character skill' which brings us back to the Evasion/Block Chance component. But I still have 'fears' based on games that easily let you ramp your attack speed higher than your animations could even keep up with, and while that's not technically 'Animation Canceling', it has similar problems, in my opinion, to having it. I'd therefore assume it's not a thing at all.
So, with all those assumptions made, everything looks absolutely fantastic. Literally everything. I believe in that Winter Riverlands. I absolutely loved the spiders, and the ravens, despite them being so squishy (for context in case you somehow don't already have this data, for me, even the most normal mob in my preferred games is at least as strong as the Named/Elite Spider).
The skills are about what I'd expect to see from Ranger in Ashes. Not my thing, either as a player or as a game experience, but that's why I don't want to throw out too much feedback. I don't like Ashes combat much yet, but this stream definitely stayed true to what I understand Ashes combat to be and didn't feel like a drop in quality relative to that. So while I don't expect to love it, I also don't expect any pain points beyond the generality of 'it's not my style of gameplay'.
In case my group's Ranger doesn't get around to expanding on it, his feedback was basically:
"Gatdamn, the short bow is fast"
"Okay, the Marks concept definitely leans into that animal spirit blessing/aid which I want from my Ranger/Druid"
"The imbue effects are very useful"
"Ranger definitely looks fun".
It looks okay. Nothing too fancy, but that's not what I'm hoping for when I check in on a showcase of what is still fundamentally an indie MMORPG.
A lot of what I'd comment on is stuff that would only be showcased in next LiveStream (Raid/Group PvP) or a more 'challenging' PvE/PvX showcase. It's hard to infer much from what was shown beyond the basics without making a ton of assumptions. Therefore everything past this point is making those assumptions, and should just be ignored whenever the assumption's wrong, ofc.
Assumption #1: Since Snipe and Headshot are functionally 'Tab Targeted' abilities, they could miss a highly evasive character such as an Evasion Tank.
I don't know what to make of this, on the one hand if we're keeping the 'Evasion Tank' concept, this somewhat has to be true, because even with 'Everyone has a CC Cleanse if they want', a group of Rangers right now would still achieve massive Area Denial and damage at the same time. If Evasive Characters can just rush them down anyway without instantly dying, great, if not, Ranger Wars?
If buffing Evasion can get you through even these skills, then I'm interested, but concerned about the 'battles of statistics' that are likely to pop up based on the fact that healing doesn't miss. That's the standard for the genre, though, so mostly, it comes off as, in a very roundabout way, less of a commitment to any form of Hybrid Combat.
Assumption #2: Since Disengage isn't required to actually be a Disengage and Air Strike has huge range and Air Control, Fighters have even more than this.
When I say 'even more' I include 'having much shorter cooldowns', but this isn't often 'enough'. Ranger now has the most CC we've technically seen so far, like if you took every Carry in Predecessor and made one character that could do all of it. SkillTrees notwithstanding, I foresee a lot of spec into CC resistance. I kind of like this approach depending on how much Evasion is weighted. Can you cleanse a Mark off someone? Does it count primarily as a Debuff? Based on my L2 understanding, it will.
Assumption #3: 'Boss' combat mobility requirements will be lower, or we'll be expected to maintain 'perimeters'.
Even considering the fact that some of this CC 'shouldn't even be working' (obv it had to be shown off, I understand this), it's hard to imagine a situation where 'the reason you didn't just bring a lot of Rangers to help you steal a boss kill' isn't just 'well people will stay Green so the Rangers can't CC them at critical moments'. I'm interested to know from some future showcase which direction the team generally wants to go, with this.
Assumption #4: Attack Speed is meta/capped/not even a buildable stat mostly.
Balance is obviously not in place yet, but the counterplay to that rate of fire from the Ranger definitely seems more like a 'character skill' which brings us back to the Evasion/Block Chance component. But I still have 'fears' based on games that easily let you ramp your attack speed higher than your animations could even keep up with, and while that's not technically 'Animation Canceling', it has similar problems, in my opinion, to having it. I'd therefore assume it's not a thing at all.
So, with all those assumptions made, everything looks absolutely fantastic. Literally everything. I believe in that Winter Riverlands. I absolutely loved the spiders, and the ravens, despite them being so squishy (for context in case you somehow don't already have this data, for me, even the most normal mob in my preferred games is at least as strong as the Named/Elite Spider).
The skills are about what I'd expect to see from Ranger in Ashes. Not my thing, either as a player or as a game experience, but that's why I don't want to throw out too much feedback. I don't like Ashes combat much yet, but this stream definitely stayed true to what I understand Ashes combat to be and didn't feel like a drop in quality relative to that. So while I don't expect to love it, I also don't expect any pain points beyond the generality of 'it's not my style of gameplay'.
In case my group's Ranger doesn't get around to expanding on it, his feedback was basically:
"Gatdamn, the short bow is fast"
"Okay, the Marks concept definitely leans into that animal spirit blessing/aid which I want from my Ranger/Druid"
"The imbue effects are very useful"
"Ranger definitely looks fun".
https://www.youtube.com/watch?v=w6W70UI0vNI