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Revised Ranger update
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<blockquote data-quote="dco" data-source="post: 7484419"><p>- Any class can be as good as a ranger tracking outside their favored terrain and a favored enemy, some classes are better if you choose to improve the proficiency with survival and other skills, or use spells like enhance ability.</p><p>- You can sense that some creatures are within 1-6 miles using your spell slots. I think this is a bad class feature, specially if I compare it to class features as sense evil.</p><p>- Hide in plain sight, 1 min of camouflage for a good bonus to hide in front of a solid surface, at lvl 10 this for me is another bad class feature. If the class didn't have spells it would have a purpose, but it has spells, not going to point what other classes can do at this level to be more stealthy.</p><p>- Vanish... Not sure what is this for, when someone hides on our games normally it has time to do it. You can not be tracked, but you could use pass without trace since 9 levels.</p><p>- Foe slayer, at last you get a damage or attack bonus beyond lvl 3, you only need level 20 for the +5 once per round.</p><p></p><p>For melee:</p><p>- Whirlwind attack is horrible because it is situational and it's always better to concentrate attacks, it also doesn't work with two weapon fightning, welcome to another trap.</p><p>Your real damage bonuses at lvl 3:</p><p>- Giant killer, if the campaign is long you must advice the player about the level 15 options, it's also extremely situational, large+ creature that fails an attack against you.</p><p>- Horde breaker, an extra attack, good, but only when the enemies are adjacent, situational and being melee sometimes you'll need to reach the position and that can mean OAs.</p><p>- Colossus slayer, the best one, you concentrate damage, better when you have another attack, but only 1d8 per turn.</p><p></p><p>At level 11 the rest of melee classes look better, at level 12 the warlock using pact of the blade looks better.</p><p>The spell that can give the ranger more damage is Hunter's mark and it needs concentration, as you are melee you are going to be hit easily and constitution is not one of your good saving throws. It also needs bonus actions, bad for two weapon melee.</p><p></p><p></p><p>I don't have anything to consider, a lot of people have experiences I don't want to experience because of reasons, someone enjoying the ranger class is not a good reason for me to try it when I have my own reasons of why I don't like it and the experience is not an argument about balance, some people have played it and also find the class unbalanced and with problems.</p></blockquote><p></p>
[QUOTE="dco, post: 7484419"] - Any class can be as good as a ranger tracking outside their favored terrain and a favored enemy, some classes are better if you choose to improve the proficiency with survival and other skills, or use spells like enhance ability. - You can sense that some creatures are within 1-6 miles using your spell slots. I think this is a bad class feature, specially if I compare it to class features as sense evil. - Hide in plain sight, 1 min of camouflage for a good bonus to hide in front of a solid surface, at lvl 10 this for me is another bad class feature. If the class didn't have spells it would have a purpose, but it has spells, not going to point what other classes can do at this level to be more stealthy. - Vanish... Not sure what is this for, when someone hides on our games normally it has time to do it. You can not be tracked, but you could use pass without trace since 9 levels. - Foe slayer, at last you get a damage or attack bonus beyond lvl 3, you only need level 20 for the +5 once per round. For melee: - Whirlwind attack is horrible because it is situational and it's always better to concentrate attacks, it also doesn't work with two weapon fightning, welcome to another trap. Your real damage bonuses at lvl 3: - Giant killer, if the campaign is long you must advice the player about the level 15 options, it's also extremely situational, large+ creature that fails an attack against you. - Horde breaker, an extra attack, good, but only when the enemies are adjacent, situational and being melee sometimes you'll need to reach the position and that can mean OAs. - Colossus slayer, the best one, you concentrate damage, better when you have another attack, but only 1d8 per turn. At level 11 the rest of melee classes look better, at level 12 the warlock using pact of the blade looks better. The spell that can give the ranger more damage is Hunter's mark and it needs concentration, as you are melee you are going to be hit easily and constitution is not one of your good saving throws. It also needs bonus actions, bad for two weapon melee. I don't have anything to consider, a lot of people have experiences I don't want to experience because of reasons, someone enjoying the ranger class is not a good reason for me to try it when I have my own reasons of why I don't like it and the experience is not an argument about balance, some people have played it and also find the class unbalanced and with problems. [/QUOTE]
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