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Jester David
"Why not just make more subclasses? It takes largely the same amount of design time and playtesting time, only the net result is more total options."
I actually agree that an alternate pet ranger sub-class might be better than a revised ranger.
The idea of making
subclass "Pack Leader" that makes the companion job specific with multiple companions instead of higher health, that you could resurrect in ritual after every fight would be away to go... bit brutal imagery wise watching your pack die one at time every fight but a different feel for the similar job.
Another
subclass alternate, "Great Beast Acolyte" for those who want to have the build I wrote before but also want the companion to be the primary source of damage, being that its more powerful than your ranger it makes since that your actually serving the animal not the other way around, but you play as you paying tribute to the Great Beast it fights "for you" in thanks for your humble service... kind of like having a cat as a pet, you pay the bills so that you can gain honer of living in its house and feeding it in a timely manor.
The only class feature, I really feel is missing that the revised has is the extra damage verses favored enemies. I always though this symbolic, I know how to fight and hurt them because I have dedicated my life to being good at killing them was part of what made Rangers unique an cool in 3.5 and +2 damage lvls 1-4, +4 lvls 5-8, +6 lvls 9-12, +8 lvls 13-16, +10 lvls 17-20 was not broken and required you to stick to ranger levels. If this was added in
"Stalker" subclass that would be cool. Alternately, you could
half those bonuses and make them apply to hit and damage instead. I like that better because it means your favored enemies with Higher AC still need to fear you because you know how to hurt them while easier favored enemies with lower AC (that you would normally hit anyway) don't become trivial because your additional damage has gotten out of hand. This would really bring back the two-weapon fighting style rangers and its still very fun and interesting for archers and single weapon fighting with green flame blade for example because the hit bonus means they all do more damage against their favored enemies.
I was a hunter of aberrations and dragons in 3.5 and it was always awesome when you had a moment for the ranger to say, "step as side, you can have the others but this mind flayer is mine!" Mean it and your party be like "Dude its all yours, go make us some calamari"... I might have sucked for the last 3 sessions but when those enemies came out it was awesome to be the right man for the job as a ranger. … So, far the most useful thing I have seen from rangers is scouting a quick path and food in the some places. Usually, the party knows more about nature and enemies even with the rangers advantage rolls, and in combat they are just another additive ranged damage. Its not as cool as when you run into a horde of zombies and the cleric steps up … "Gentlemen... if you would step aside I will clear our path of these unnatural ...things" because
destroy undead does play gentle with low CR undead. I really feel, this is the biggest lose to the 5e ranger. It is very much to me the same as if they had taken turn undead/destroy undead from clerics.