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  #1  
Old 09-27-2011, 03:03 PM
Graym Graym is offline
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Quote:
Originally Posted by Bockscar [You must be logged in to view images. Log in or Register.]
Rangers are okay and nicely self-sufficient, but they don't do any particular thing well enough to shine in any given role. This goes for both PvE and PvP. Whatever your crew is trying to do, a ranger adds less towards that goal than one or more other classes could. If you just run around picking 1v1 fights, ranger is alright. The fights that mean something rarely have any need for a ranger, because they tend to take place in dungeons where rogues and monks are better, or they're large group battles where the ranger's utility isn't needed because most classes are there and can do it better. Rangers only shine with Graym's apparent playstyle: running around selectively picking 1v1 fights on his terms against sub-par players.
This is absolutely ridiculous. In most of our guild PVP, myself and Aaliyl usually accounted for about 30-40% of the killshots BECAUSE of tracking. As I said, ghosting was a big problem back in the day. The servers tried to predict where your player would be and a lot of times, with fast movements, that was different then where your character actually was so to everyone else your character would run off into space until it updated. Rangers with tracking never had that problem because even if someone ghosted, the tracking would point to the right direction so while other melee would get lost, the Rangers were usually the first ones to get back on the target. As well, while the character is running they could shoot their bow and do more effective damage then other classes. In old school PVP it wasn't as powerful as it was in Luclin with AA's, but it still did damage.

Now, it's probably not how it works here as I doubt ghosting will be anywhere near as big a problem as it was on Live and tracking probably won't be nearly as big an advantage because, I wouldn't be surprised if the majority of people playing here will be cheating like they were on VZTZ, but claiming that Rangers were a one trick pony is ridiculous. Backup healing, and being able to Snare was simply an added bonus. Yes, Rangers excelled at outdoors one on one PVP, but they were also good at guild on guild PVP. In Kunark most hybrids were at the top of the PVP food chain and in Velious basically all of them were.
Last edited by Graym; 09-27-2011 at 03:08 PM..
  #2  
Old 09-24-2011, 11:42 PM
Titanuk Titanuk is offline
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Quote:
Originally Posted by Kimm Barely [You must be logged in to view images. Log in or Register.]
ALL FEMALE HYBRID CLASSES SUCK

/thread
fix
  #3  
Old 09-25-2011, 08:31 AM
deneauth deneauth is offline
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  #4  
Old 09-25-2011, 11:48 AM
Humerox Humerox is offline
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I plan on playing a ranga. I'm a masochist. Besides, I can use it as an excuse...srsly.

YOU SUCK AT TEH PVP!

I"M A RANGA!


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Quote:
Originally Posted by Sirken View Post
if your reason to be here is to ruin other peoples experiences and grief them off the server, then not only do you not deserve the privilege of playing here, but i will remove your ability to do so.
  #5  
Old 09-25-2011, 04:58 PM
Titanuk Titanuk is offline
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lol@ team ranger
  #6  
Old 09-26-2011, 05:48 PM
Graym Graym is offline
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Quote:
Originally Posted by Foxx [You must be logged in to view images. Log in or Register.]
self proclaimed best ranger on vallon, not one person on these forums agrees with you, nobody even thinks your good except urself..

even the trash players here have friends who stand behind there "skill" ... and nobody will ever take anything you say seriously
Well, opinions don't equal reality. Ten years later bad players remember themselves as being good and seem to use selective memory when recalling events. It's not exactly a surprising outcome. I was the top Ranger in Prophets on Vallon Zek, and the top Ranger in Afterlife on Mithaniel Marr.

Maybe it's just a weird coincidence I was the top Ranger in 2 of the best guilds that ever played the game. Maybe I just got lucky, right place, right time?
  #7  
Old 09-26-2011, 05:53 PM
canardvc canardvc is offline
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Quote:
Originally Posted by Graym [You must be logged in to view images. Log in or Register.]
Well, opinions don't equal reality. Ten years later bad players remember themselves as being good
Quote:
Originally Posted by Graym [You must be logged in to view images. Log in or Register.]
I was the top Ranger in Prophets on Vallon Zek, and the top Ranger in Afterlife on Mithaniel Marr
Top ranger quotes too
  #8  
Old 09-26-2011, 06:49 PM
Graym Graym is offline
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Quote:
Originally Posted by Foxx [You must be logged in to view images. Log in or Register.]
dispelling root is too hard
It's obviously not. The point is that root should not be an integral part of a PVP fight. Rather then understand it's a valid point, you choose to call me a "noob" for pointing out the stupidity of the pvp system you guys chose to use on that server.
Last edited by Graym; 09-26-2011 at 06:51 PM..
  #9  
Old 09-26-2011, 07:38 PM
Darksinga Darksinga is offline
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it is if your an earth elemental pet is on you and you're a pure melee. Or if you get sup stunned ;p
  #10  
Old 09-26-2011, 11:37 PM
Graym Graym is offline
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Since people seem to be surprised that the interrupt was so high, I actually went and found an archive of a developer chat discussing interrupts here.

http://www.thesteelwarrior.org/forum...p/t-14831.html

Relevant developer responses:

Quote:
For the purposes of channeling, kick is basically a bash. It just has a flat (high) chance to interrupt casting. Channeling doesn't get used when kicked. No change here.
Question:

If I get hit by a normal swing and movement takes place I have to make 2 channeling checks one for the hit and one for the movement it generates?

Developer Response:

Quote:
Not quite. If you move more than what is allowed, you just fail the cast. No channeling check takes place there. Moving too much during the casting process simply interrupts your spell unless you're a bard. If you didn't move far enough for it to matter, then you'd make the channeling roll to see if you continue casting. Again, no change here.
Question:

I also have another question each hit generates a channeling check so if a mob quads on me and hits me 4 times. I know make 4 channeling check vs each hit and a channeling check vs the movement they generated? So my chance of passing any one check is 90%, but the chance of passing all 4 is what 64% or something. Going to be hard to channel spell if 2 or 3 mobs hit you that for sure.

Developer Response:

Quote:
Correct, for each hit you take, you make the roll. The more you're getting hit, the harder it is to continue casting a spell.
Question:

I also trust Prathun's description of movement interrupts; I'm surprised, though, because it's inconsistent with my anecdotal experience of a more probabilistic thing. That is, he says it's "X distance = interrupt," whereas my experience has seemed... softer. You move a little, maybe you get interrupted, maybe not. You move a lot, odds are, interrupt. You run in a big circle and come right back, and if you're close enough, you just might channel. How big is X distance, anyway?

Developer Response:

Quote:
You're right. I just took another look at it and there is some wiggle room in there. If you move more than a few inches, but less than what it takes to automatically break the spell (which is about 1 foot), you get a channeling check to keep the spell. So to answer the other person's question, if you moved a little, but not enough to automatically lose the spell, and got hit at the same time, that would be two channeling checks you'd have to succeed to keep the spell. That'd be why sticking your back up against a wall helps you get spells off easier.
Which is exactly what I've been saying and that last developer quote is why. A spell has a 100% rate of interruption if the character is moved too far during casting which Rangers and their very fast hits, routinely did. My interrupt rate pre-Kunark was not as high as it was in Kunark but it was still very high. Enough so that no caster would stand still and try to channel. That also doesn't take into account levitation, which increased the rate of interrupt considerably. In fact, based on where on the terrain you were, on occasion you could get an interrupt while levitating without even moving your character during the cast. The absolute worst place in game to try to cast a spell was underwater with ridiculously high levels of interrupts because of the character movement.
Last edited by Graym; 09-26-2011 at 11:47 PM..
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