Ranger Spells

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Aarkon Draco
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Ranger Spells

Post by Aarkon Draco »

first off i LOVE the new blade thirst it rules.

i would like to see some more modifications of ranger spells in particular the summons. as they are now the summons are rather useless as you have the delayed spell progression my suggestion is to change the spells to the following

lvl 1 - from summon creature I to summon II

lvl 2 - from summon II to summon IV

lvl3 - from summon III to summon VI

lvl 4 - from summon IV to summon VIII

this change is inline with other casters and since rangers dont get their animal companion that levels with them this change will be more balanced with the loss of the animal companion.

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Nyeleni
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Post by Nyeleni »

Rangers aren't casters in the first place, but warriors. I really don't see any need to change the summon spells. Animal Empathy is good enough till lvl7-10.
If I'd change one it would be Polymorph. I would like to have them enhanced through items like a shifter, but that won't happen as shifting is still broken. Still fun to run around as a pixie with a relic banner :).
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Post by Merrip »

Rangers are techiqually (w/e sp) divine casters as well such as Druids/Cleric etc. But foremost they are no casters, it is more there connection to the forest (or inserts other place) that grants them there "small" casting abilities.

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mgrjebbo
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Post by mgrjebbo »

give rangers their animal companion back... problem solved
Amoenotep wrote:Interesting turn of events.....

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Post by Merrip »

Yes that be true also ...

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Nyeleni
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Post by Nyeleni »

mgrjebbo wrote:give rangers their animal companion back... problem solved
There is still the issue, why they were banned in the first place... Seems like it would create more of a problem than being a solution.
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mgrjebbo
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Post by mgrjebbo »

no- they were taken away from mages for being to powerful... could be wrong but thats what i was told anyway.

i dont think a rangers companion would be all that tough lol... anyway i dont have any idea if they can even put rangers in and leave others out of if they can adjust what is summoned ect...

guess we need a dev to answer that.

anyway the answer still stands, put them back in problem solved.

if not why not
Amoenotep wrote:Interesting turn of events.....

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Post by Amoenotep »

they were buggy and messed stuff up. they would have to be reworked to be brought back in.
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mgrjebbo
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Post by mgrjebbo »

lol they work fine in single player? use bio's basic script, shouldnt be to hard to add
Amoenotep wrote:Interesting turn of events.....

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Post by Sparky »

They crashed servers was what I heard long ago. You could possess your familiar/whatever and bring down the whole server.

How true that is now, I don't know.
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Malik
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Post by Malik »

Has NS 3.5 had any trouble with crashing? I think they're allowed in that server.

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Post by Lokey »

mgrjebbo wrote:lol they work fine in single player? use bio's basic script, shouldnt be to hard to add
Polymorph is problem-free in single player too :x

NS3.5 has other ways to take down a server besides companions, and the way that the normal "gains" from a server crash are tracked there aren't a simple copy/paste.
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Post by Merrip »

I have played on servers with animal companions and there is no crash issues.

The only issue is during lag times, the AI of the companion is that of a retard. It will just stand there.

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mgrjebbo
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Post by mgrjebbo »

well tis obvious the devs have put some time into this with all the responses to the topic..

so i am sure if it were possible they would do it.
Amoenotep wrote:Interesting turn of events.....

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