Quote Originally Posted by soulholder View Post
I think WF could be left as it was or nerfed and made permanent; even the 10% bonus baseline movespeed the HE used to have over the other classes is no longer in the game. The ranger has very limited scope in GvG, especially since its Alacrity is worse than the Scout's, which is also party-wide on what's already a very damage-utility-heavy pick for Death Chaser, and the Archer alone can bring permanent single-target CC-locking. Though this doesn't help against Rush and Death Call and the likes since skill ranges are not modified by Long Shot and have the same distance as these gap-closing CC skills. At the very least, I'd like to see WF be given no cast time/animations in its current state like it used to. It'd allow it to at least be used as a proper disengage.

That said, I suspect the ranger's endgame damage will be the best in the game, per this post I made earlier about weapons for the scout and implications for the crossbow and the ranger:



The reasoning being that 2k dex with such crazy RA numbers will only provide 3400 total RA from stats as opposed to the 5k+ from the crossbow. Modified by another 30% from SW this gets huge. Then add Death Chaser and hardcore scaling from Murder Shot and Critical Shot (better than the scout's), as well as Siege Shot applying to skill damage now, I expect nobody's burst to come close except for the Scout's with AiO with a crossbow. Even then, I think this value will fall off later on.

The only issue is defense in GvG. The ranger's utility is *only* good in strict 1v1 settings (CC locking, Silence, Toxic Pot), while the scout brings some GvG purpose via spreading Death Chaser/hard-hitting AoE's, and party dex. Dhans and the likes still have a lot to gain from stealth, higher innate defensive stats, and higher defensive stats from either strength for pdef or agility for evasion against strength builds. The class may be best off just playing full vit from how squishy and defenseless it is.
Agi avenger, Str guardian and crit based savages can probably put out more burst than rangers at endgame lvl. They all have a 10 second accumulation skill which scales with their own skills damage. Just at Avenger you can use duplication, which when critical will do a normal dmg crit +200% dmg crit (this is equal to 4 critical attacks at once) if you charge SA for 9 seconds whilst using shadow and then use duplication + dpp I'm pretty sure you'll outdamage a ranger(also deadly blow 175% agi to crit vs. 100% dex to crit + 40% critical dmg boost from mortal rising vs. 10% boost for rangers). Same goes for savages which have their stats scaling at 300% to critical attacks (200% str 100% dex) + they can snatch an extra buff for critrate or crit damage. I don't need to elaborate guards.

Beside that, both guards and dhans can resist cc, dhans can use fake death to evade combos, Giants are tanky, have traps, can neglect crit damage completely. and then there is ranger, it has a skill to release from stuns (not paralyzes tho so you're still fked).

Everything I said is based on 1 vs 1 situations. If you look at GvG pvp or group pvp which will pretty much only be the case since you don't have MR....well then it looks even worse for ranger. Since there will be many scouts, you can count on people having death chaser on their ass the entire time, meaning the death chaser advantage from ranger can be neglected. Now imagine a dhan/guard/savage doing their burst combo on something that has death chaser applied on them. Ranger damage won't come even close to that, ranger won't do any damage coz they'll be dead lmao.

I played ranger as a main at Jainus with maxed out mobility with death chaser scaling up to 250% dmg increase and even then, it takes a lot of skill and good positioning to not be instantly killed.