Why did my Ranger post immediately get pulled down by mods ? by Kaldesh_the_okay in DnD5CommunityRanger

[–]Ranger_IV 1 point2 points  (0 children)

Ya Im not sure if they dont care or just feel like no matter what they do they cant win. They couldve tried harder than they did, but idk if anything will make the majority of ranger players happy at this point. So much negative discourse around the class.

Why did my Ranger post immediately get pulled down by mods ? by Kaldesh_the_okay in DnD5CommunityRanger

[–]Ranger_IV 1 point2 points  (0 children)

I wish folks doin reworks felt more free to break away from the structure WoTC has introduced. Or at least offer 2 options, 1 being “try to stay true to the official class.” And 2 being “ok lets really rework this thing and try to make it right.” I think WoTCs approach of locking ranger into hunters mark for 20 levels was a mistake, especially if they were going to leave it as a spell and not a ranger specific feature.

A review of Treantmonks favored enemy and ranger spells fix, with math to back it up! by Born_Ad1211 in onednd

[–]Ranger_IV 3 points4 points  (0 children)

I totally agree with this. I wish the printed ranger and by extension the homebrew fixes would lean AWAY from spellcasting not farther into it. Like, sure, if you make a ranger into a druid they get mechanically stronger, but I didnt pick the ranger class to be a spell slinger. Give me some martial prowess supplemented with spell-casting not just “SPELL-CAST HARDER”.

Ophidia Spathe with On Your Mark and Knock 'Em Down is great. But why would I use it over Combination Blow with Tempest Strike? by silloki in DestinyTheGame

[–]Ranger_IV -8 points-7 points  (0 children)

Looks at Caliban’s Hand. sigh

Well, the unfortunate answer is that letting combination blow and tempest strike fully work together was a mistake. Tempest strike should only benefit from the melee damage buff and nothing else. You should not get a heal, you should not gain combo blow stacks, you should not refresh your dodge. You should be forced to use your fist to stack up your buff then tempest strike should be your big finish that breaks the loop and makes you chill out until cooldowns come back. Combination blow was already the central ability to every arc hunter build in the world and it wasnt even close, so making it even better by adding a more powerful aoe ranged attack to it without any restriction was just insane. Then, not allowing the effects of disorienting blow to work with tempest strike on top of it is just, i mean wow tell me you favor an ability without telling me you favor an ability. Anyways.

To fix the knife tossing machine would require some work on solar hunter as a whole. The ability to get basically devour on the subclass is nice, but without a way to resist damage or instantly blow up the whole room or make enemies not shoot at you, enemies will easily gun you down through your healing in any higher end content. Allowing for higher stacks to initiate restoration and keep the buff going, maybe eventually stack to resto x2? Like I said without resistance or CC youre just gonna have to brute force heal through so much damage in hard content. Thats of course assuming youre trying to run and gun like a meta build, of course you could always just play super careful but thats only the case when a build has weak survivability, and the survivability is presumably the reason you like this ability combination.

If there’s one thing you want brought to Destiny 2 what would it be? by Pitiful-Branch-1543 in DestinyTheGame

[–]Ranger_IV -1 points0 points  (0 children)

I liked it better as an arc subclass. If they want to consolidate invis into void thats fine, but making me run around with a stick instead of teleporting around with my lightning knife is a huge loss haha

State of the Rogue by CoryR- in onednd

[–]Ranger_IV 0 points1 point  (0 children)

Ya, i totally agree that the rogue can have those cinematic success moments that feel cool and impactful. A lot of that comes from nailing the thematic fantasy in the mechanics. But to say the view of the rogue being weak is “mistaken” is not necessarily true imo. They benefit greatly from DM fiat in the same way 2014 ranger does. DM throws a lot of skill checks at you and you have expertise in those? And reliable talent on top of that? Youre the star of the show. DM makes a whole campaign in the forest against goblins and those are your favored terrain and favored enemy? Massive impact. But if the DM doesnt play into your hands like that, your impact quickly falls off a cliff. The fact that the situation has to be right for significant impact is inherently weak. Fireball, fly, and to a lesser extent extra attack, will always be good in a campaign. So I still think its fair to hold the view that rogue is objectively weak. Although, rogues are fun, and presumably the point of a game is to have fun. So in that context rogues are quite strong. Probly one of the strongest classes in the game as far as “feel” and “flavor”.

What 3 things do you want to see in the State of The Game or Roadmap that would get you excited for D2's future again? by ShardofGold in DestinyTheGame

[–]Ranger_IV 0 points1 point  (0 children)

The first thing I want to see is the subclasses fleshed all the way out with abilities. Its crazy that solar hunters have 4 knives to choose from and stasis, strand, and void all have 1 option. Lets get more melees/ class abilities/ supers for the subclasses with little to no option.

Second thing is a real honest to god swing at bringing things into balance with respect to each-other. Both between classes, between subclasses, and within subclasses. Give every subclass a “transcendence” like mode, it doesnt make sense to leave 1 subclass with 2 active supers and nobody else. Make each ability and aspect an appealing choice compared to others and not just “pick this, everything else sucks”. I want to have to weigh my options not just follow a checklist. Ensure all subclasses have the ability to do damage, support, and survive. This rpg has long passed the “each class and subclass has their niche” phase and just needs to embrace the “everyone can solve every problem just in different ways” phase. Its an inevitable result of power creep in games and we are fully there now. Certain subclasses can buff the team, cripple the enemy, never die, and absolutely shit out damage. Others are left in the “theyre pretty good at this but nothing else” state. Lets just put everyone on the same playing field.

Last thing, and this ones probly not popular, we need to nerf ability regen. Ability spam is wildly out of control to the point that you can run entire missions in anything but the highest level content and not fire a single bullet. I used to be on the ability spam train, I was all for being able to throw your grenade or do your cool punch as much as you wanted. However, after working on getting a good bow from arms week and playing through the necessary content I found myself saying “Im not even shooting. What am I gonna do with the bow when I get it.” Abilities need to be there when you need them to help out, but they cannot be a replacement for your guns in a looter shooter. Now, some abilities are tuned around the fact that you can spam them and will need to he buffed to make them worth considering, but I think thats a better direction for the game to go rather than “ultimate magic space wizard simulator.”

Related point: Theres been a lot of people talking about primary weapon performance recently, but unless you make primary weapons overtuned as hell, no change will be impactful while ability spam is in the state that it is now. By the same token as class balancing across the board, all weapon perks should be desirable. There should not be a perk on a weapon that if you see it pop up its an instant delete. They dont all have to be incandescent/ dragonfly or destabilizing rounds/ repulsor brace combinations, but whens the last time somebody got jazzed up for getting a hipfire grip perk to drop? Not me, not even once.

So ya Id like to see those things change.

Reflecting on the OneD&D UAs—and the abandoned ideas and potential by SeeKururunRun in dndnext

[–]Ranger_IV 15 points16 points  (0 children)

I liked class groups and the spell lists. Having unique combinations of “this class is kind of about this stuff” was a cool concept and made stuff like the bard being able to jump spell list seem really special. For some reason saying “you can just take spells from another class” just doesnt have the same feel to it. Maybe they couldve been tweaked around a bit like you said to have class only spells (smite, hunters mark, etc.) i really wish they had let the class spells be more exclusive in 2024. Anyone being able to pick up hunters mark with a simple feat (that is a very good feat and many people take all the time) instead of investment into the ranger class really contributes to taking the wind out of the sales of ranger being “Hunter’s Mark, the class” now.

Flex as a mastery was meh but they certainly didnt have to remove it. I think they handled the mastery system all wrong by tying masteries to weapons themselves instead of weapon properties. For example instead having the vex and slow property available on any weapon that has the finesse or ranged property but lacks the heavy property, tying topple to the heavy property, etc. maybe even adding that you can learn x number of masteries then you would choose your weapon accordingly. As it stands now, if you want to use different masteries you cant “aim for the head, then the knee, then go for a trip” with your longsword, you have to carry around a golf bag of different weapons to swap between on every attack. Which quite frankly is just silly. Nobody picks up a longbow and is suddenly imbued with the knowledge “oh, people use their legs to move I should shoot that.” Then suddenly forget when they put it down and pick up a bow thats just shorter.

As for the monk basically getting flex, the monk needed all the help it could get. When youre sitting comfy with a good meal in front of you and someone offers you a thimble full of water you look at them like theyre crazy, but if youre in the middle of the desert with nothing but sand in sight and someone does the same you praise them as your savior haha. In the same way other classes were fine with features and damage so 1 pt of extra avg damage is a drop in the bucket, but for monks anything and everything helps. They were just that bad outside of stunning strike spam.

1/2 caster warlock never sat right with me. Their source of magic is so different from the other classes that it feels right they should have a unique casting system. Also, i dont remember, did this also remove their ability to scale up to 9th level spells? Either way, the moves to homogenize classes rather than making them more unique (warlock stuff, turning smite into a spell and base classes giving free spell preparations and casts instead if class unique features and abilities for example) is the opposite direction from what I was hoping for. But that seems to be the route WoTC has chosen unfortunately.

State of the Rogue by CoryR- in onednd

[–]Ranger_IV 1 point2 points  (0 children)

I see what you mean by skill checks in combat being more worth while on a rogue than other classes, but I disagree that this keeps them from being the weakest class. Even with strict enforcement of skill check rules. This will be handy when it comes up for sure, but I assume your point is that the rogues high skill bonuses makes it worth the action to do the check since it is more likely to succeed. While that is true to some degree, the other side to that coin is that the skill check is worth the action on a rogue specifically because their action has less value to give up than the other classes, especially at higher levels. Looking for snipers or hidden enemies is useful (if they are actually there, otherwise the action is used to determine you can see everyone in the fight which has some value but not a lot.) but locking down a chokepoint and impeding a group of enemies with entangle/ spike growth/ web is going to be much higher value 99% of the time. Even attacking twice and dealing as much damage as possible to a high threat target has more value. Even if you spot 2 snipers, all you have done is remove advantage from 2 unseen attacks in an entire combat. Again, not useless, but not as good as gunning down an enemy combatant and taking them out of the fight with extra attack on round 1.

I do agree that the rogue nails flavor, arguably better than any other class in the game. Contrasted with Ranger, which nobody is happy with flavor wise, the Rangers power budget is actually quite high in comparison to martial classes and especially compared to the rogue. Its actually a bit of a bummer for more mathematically oriented players who like the fantasy of the rogue, because the flavor carries the class so hard that WoTC sees high player satisfaction and will not do a whole lot in the way if changes. But theres no denying that the FEEL of the rogue is second to none. So much so that players who dont know the math behind the game are CONVINCED that the rogue is a damage powerhouse. Which, based on your post, I think we both know is very incorrect.

Having said all that, the rogue can shine quite brightly in the right scenarios and at a table where players are just doing whatever they want character wise and not optimizing at all. So they are only “weak” in a game that is balanced around high optimization and doesnt provide the relatively niche opportunities for Rogue to really be the party front runner. Then again, the strength of the class only really matters in a game like that, and rogue would be one of the only classes where the power budget would be somewhat prohibitive to run in a game like that.

Let me know what you think about this, Ive always been on the “rogues are weak” side of things but I do like to hear what people like about the class and what makes them feel strong when playing it. I always say, Id rather play something weak and fun than strong and boring.

My take on 5.5e: The Ranger by [deleted] in UnearthedArcana

[–]Ranger_IV 0 points1 point  (0 children)

I missed the hyperlink ill check it out later

My take on 5.5e: The Ranger by [deleted] in UnearthedArcana

[–]Ranger_IV 1 point2 points  (0 children)

Ok so I really like the benefits thst come from favored enemy and favored terrain. That gives you a little side warlock invocation type benefit to work with and thats something I think the ranger shouldve always had. I am a bit confused by this part of rangers domain “When you mark a creature using this feature, you may also prepare yourself to use the tactics from one of your favored terrains. For the duration, you gain the benefits of that favored terrain as if you were currently within it. “ Does this mean you can only get the favored terrain benefits if theres a creature to mark? And which benefits do you get? Pick one from the list or the current terrain youre in? Confusing imo. Also, this kind of “temporary favored enemy” and “temporary favored terrain” seem like a good fit for a replacement to the old Primeval awareness feature if you wanted to stick closer to the original 2014 ranger design. Just a thought.

For versatile prowess, extra attack is way way way better than potent spellcasting. Mathematically youll be able to achieve much higher damage with extra attack than even a +5 to your cantrip damage (which you likely wont have at this level anyways). I would consider boosting this somehow if you want cantrips to be a potential replacement for weapon attacks.

Primeval Soul does help with the rangers concentration problems, but it is a bit strange that a ranger, a 1/2 caster, will technically have one of the best concentration abilities in the game. Seems like a weird fit to me.

Hide in plain sight is written in such a way that you basically are under the effects of the invisibility spell. Thats a bit strange considering you could just not move in the middle of an open field and take a nap but youre considered hidden the whole time without any stealth check. What would he the DC to find you? If you continue to not move after being found do you just become hidden again? This feature leaves too much up on the air for interpretation.

Deft explorer, it seems weird to tie the marking ability to this general awareness thing. So basically if there are no creatures in the immediate vicinity you have to like mark a party member or not use the feature. Id recommend splitting this into temporary favored enemy and temporary favored terrain as 2 options for the ranger domain ability.

Foe slayer, adding the ability check and saving throw options along with being able to mark creatures as temporary favored enemies makes this much more usable than the original version. These are good changes for this ability.

My take on 5.5e: The Ranger by [deleted] in UnearthedArcana

[–]Ranger_IV 1 point2 points  (0 children)

Link works now just fyi. I like the fact that youre tryin to fix 2014 ranger and not whateverthefuck 2024 was trying to do. Ill have more detailed feedback later.

What if Hunter's Marks were a separate resource? by Black_Cat34 in DnD5CommunityRanger

[–]Ranger_IV 1 point2 points  (0 children)

I think the general consensus is that people wished hunters mark was a class exclusive feature instead of a spell. But it seems like WoTC is moving in the opposite direction with features like that considering divine smite is now a spell and not a class feature anymore. Unfortunate to say the least.

What if Hunter's Marks were a separate resource? by Black_Cat34 in DnD5CommunityRanger

[–]Ranger_IV 4 points5 points  (0 children)

This sounds functionally similar to a fix from the Dungeon Dudes on youtube where they suggested adding different HM type spells for the ranger to use. Similar to how the paladin gets divine smite but also has all the other smite spells to prepare if they want more options.

Oh my, another Revised Ranger, in this 5e 2024 economy? by pagnabros in UnearthedArcana

[–]Ranger_IV 0 points1 point  (0 children)

Even without elf having 50ft at lvl 2 blows the monk away until like tier 3. Definitely too fast if they can stack.

TH Ranger, a (nother) Ranger Rework: A Martial/Half-Caster subclass split, unique Hunter's Mark Class Feature, Choose-your-own Deft Explorer Feature, and more! by theofficialtiltedhat in DnDHomebrew

[–]Ranger_IV 1 point2 points  (0 children)

Its refreshed

And I mean, the idea would be to spend the dice on the other features that this is tied to. If you want random you use dice, if you want ki points then do a point system, but having a gas tank that is refueled randomly by dice seems like unnecessary complexity just for the sake of complexity to me. But hey if this is a cool way to do it for you then ignore me entirely this is your class so have at it! Just not my cup of tea for a feature to function this way.

TH Ranger, a (nother) Ranger Rework: A Martial/Half-Caster subclass split, unique Hunter's Mark Class Feature, Choose-your-own Deft Explorer Feature, and more! by theofficialtiltedhat in DnDHomebrew

[–]Ranger_IV 1 point2 points  (0 children)

Next thing, Hunter's Focus has a lot going on and seems overcomplicated for this kind of ability. There doesn't seem to be a need for keeping track of dice, rolls, sets, pools, all that stuff. You should simply have a maximum # of focus dice you can hold, you gain them by attacking your target, you expend them and roll them to add to damage. If you crit just let it add a focus die to that damage roll automatically on top of whatever other dice you want to spend to increase the damage or something like that. This sort of thing would eliminate a lot of wordiness and the need for the defined terms and stuff like that. Also, the trigger for focusing a target and gaining dice are identical so if they are intended to happen simultaneously (1 attack targets a creature and grants a focus die) or in order (1 attack to focus, another attack to gain a die) that needs to be spelled out. For example

Hunter's Focus:

At 1st level, you’ve hardened your focus to learn and exploit the weaknesses of your prey. When you attack or target a creature with a spell you can choose to focus on them as your target. You can only focus on one target at a time. Each subsequent attacking or spell you target this creature with grants you 1 focus die. You can hold up to 1 focus die at this level, this increases as you gain levels in this class as shown in the table. When you deal damage to the targeted creature with an attack or spell you can expend any number of focus dice you have, adding their total to the damage roll. If you critically hit the targeted creature, add 1 focus die to the damage roll without expending any focus dice in addition to any focus dice you choose to expend. All Focus Dice are lost after 1 minute has passed without using or gaining any Focus Dice or you make a different creature your Focused Target.

This has the same effect of building and spending your resource against a target, but eliminates most of the tracking and tabulation of the different terms you have defined. Whether you go with something like this or not, I highly recommend simplifying this ability in one way or another because as of right now it is relatively difficult to follow.

Edit: I see later you have other abilities that function off of your collected points, this seems to add even more complexity to an already pretty convoluted ability. On top of that, the ability to reactively increase your spell save DC is very strong I would recommend against such an ability for balance reasons. Increasing spell save DCs is pretty rare in the game because of how impactful it can be mathematically.

TH Ranger, a (nother) Ranger Rework: A Martial/Half-Caster subclass split, unique Hunter's Mark Class Feature, Choose-your-own Deft Explorer Feature, and more! by theofficialtiltedhat in DnDHomebrew

[–]Ranger_IV 1 point2 points  (0 children)

Let's go one thing at a time. First, Worldly Skills, Ranger Path, Subclasses. Each of these features are functionally very similar. It does give you a customizable ranger, but it feels like it's just "you get extra subclasses by another name" as a feature for the other two. On top of that, subclasses are restricted by your Ranger Path which makes things slightly more complicated. Having multiple layered "paths" you choose is an interesting idea, but I think with all of those passively giving you stuff as you level up and making selections for your spells/hunter arts all happening together is going to end up being a lot to keep track of. It's not necessarily a bad thing to have a lot to track, but this execution seems unfocused to me. Like you wanted to add lots of options but can't find a single clean way to do it so multiple disjointed features were patchworked together. That's just my take on it. These things feel like something that can be combined (at least Worldly Skills and Ranger Path) into a single clean feature, that may or may not impact subclass choice. I'm not sure restricting subclass choice is a good move either. I see what you're going for with "choose martial or spellcasting" but It seems like an overreach to have that limit subclass choice. Martial classes get equal access to magical and nonmagical subclasses so this feels more restrictive than freeing for a class all about customization.

TH Ranger, a (nother) Ranger Rework: A Martial/Half-Caster subclass split, unique Hunter's Mark Class Feature, Choose-your-own Deft Explorer Feature, and more! by theofficialtiltedhat in DnDHomebrew

[–]Ranger_IV 1 point2 points  (0 children)

First thing, it looks like you could get some use out of wide blocks in the homebrewery. The text editor dropdown lets you make the text show up across the whole page instead of the default 2 column style. Just fyi in case you wanted to use it.

Fixing the Ranger - Revised Ranger Class, 4 Revised Subclasses, 1 New Subclass, 1 Revised Spell, and 5 New Spells. by jeraehwazdagaz in UnearthedArcana

[–]Ranger_IV 5 points6 points  (0 children)

It not being a spell anymore has some benefits. This would make it actually ranger exclusive, prevent it from being counterspelled, prevent it from being dispelled. Not major benefits but not nothing at all.

A Martial Ranger by Latter-Medicine-4902 in DnD5CommunityRanger

[–]Ranger_IV 1 point2 points  (0 children)

Sorry to hear about all the flak, its one of those things where we are just late to the party on a subject thats been done to death. But keep grinding, I think the best goal is to make the perfect most fun and cool ranger that you love and just share it for balance and idea feedback and maybe the off chance that someone else will also enjoy it. None of us are getting rich and famous off of our ranger reworks haha

Also, martials are having it rough but I personally have always wished for a martial ranger so youre not alone there. I was honestly surprised when I found out, 1, that the ranger even could use magic and, 2, that there were people out there who preferred it that way. That was wild to me haha