By that I mean Hunters, Wizards and Warlocks seem to do the most damage within melee range. Traditionally, these classes are supposed to deal their best damage from a distance. What's up with that?
Ninurta - 16.1k Half-Orc GWF
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW
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Comments
Being away from the enemies automatically means being in less danger of being killed.
I don't consider dropping a pillar and run away is melee.
Ereshkigal - 12k Tiefling SW
Aurora Ravensong - 11.6k Drow CW
I still run ranged archer with my 13k HR, but only wille solo or doing really easy content...
Another issue taht makes ranged uselss is that positioning has NO effect on this game, even if you climb a high place a mob will melee you from the botton... and they usually close the gap in one jump like the demons in Demogorgon fight...
Tabletop is different because you can't buff up your recovery or whatever to be able to spam the hard hitting spells every 10 nanoseconds. While there's a LOT of variation in a video game with thousands of choices and combinations.
Now the main problem is that the casters are "forced" to be at close range to be competitive in terms of damage BUT they are far more squishy because they were "designed" to be ranged. My main is an HR and I've picked this class because I've always picked bow classes on every game in the past 15 years that I've played mmoRPGs, but in this game if I want to do the best for my team I have to leave my bow in my back and use my secondary blades and go combat. I know, nobody force me to do that but the thing is that my 15,5HR is easily beaten in term of damage on a dungeon by a 10k GWF if I'm stubborn and stay as an Archer. Same happen to CW or SW, they can indeed choose to stay "ranged" but then their damage is going to be extremly nerfed and that "force" them to go at close combat or being a liability to the team.
Then is the issue that even at close range the damage from this classes is inferior to the damage of the classes specifically designed to be close combat, but that is a completly different balance/design issue and is not what the OP is complaining about.
The issue here is that the classes that are ranged should do their best (control, DPS, Heal or whatever is their party role) at range and not a close distance, once that basic point is solved then you can start arguing about the damage difference between range, melee and having extra control while DPSing or any other point.
> Traditionally, rangers are light armor fighters (First edition had them as a subclass of fighter) with outdoors skills and some bonuses vs. a preferred enemy class. The most recognizable D&D ranger wields a pair of scimitars but this game lets you carry a bow as well.
>
> This really depends on what era you entered the "fantasy RPG" realm in. LOL
1979 1st Edition AD&D Ranger was a subclass of Fighter that was limited to Leather Armor and IIRC single handed or missile weapons. So that is the era I entered in.
And this right here is a major part of the problem: not "the party", but "me". It isn't a competition. It is 5 people working together towards a common goal. It does not matter how you get there. What matters is whether or not the PARTY was successful.
IF you think it isn t a competition then look at chat for tong partys all want the highest dps so ya it is a competition or they would just ask for dps not high dps
1) You could just be playing the class wrong.
2) Trapper wasn't intended to be as hard hitting as other paths.
And it's not a competition. People just want competent DPS so they don't have to change the group. They'd run with a SW if it meant being the fastest. And not because of their "competitive spirit" but because they can do more runs and have more chances to get a stone.
As for Neverwinter, I believe that the meta wants to push rangers into a melee class. Th eskills and powers seem to favor melee rangers as I understand them. Given that, I think they should allow the melee weapons of the rangers to have the weapon enchantment or at least receive the same bonus found in the enchantment they place in their bows. I admit I am sure there are those who have great functioning archer rangers and could teach me how to do it better, but the meta seems to be stressing the two weapon melee ranger and thus I see the conflict that some could feel.
Just my limited opinion of course.
> > @dafrca#4810 said:
> > Traditionally, rangers are light armor fighters (First edition had them as a subclass of fighter) with outdoors skills and some bonuses vs. a preferred enemy class. The most recognizable D&D ranger wields a pair of scimitars but this game lets you carry a bow as well.
> >
> > This really depends on what era you entered the "fantasy RPG" realm in. LOL
>
> 1979 1st Edition AD&D Ranger was a subclass of Fighter that was limited to Leather Armor and IIRC single handed or missile weapons. So that is the era I entered in.
I still have my 1st edition AD&D books, but my son colored the drawings with crayon, no collectable value now, ha, ha.
think this thru 101 lol would a DM allow a character that is all the way on the other side of the map to receive benefits of of all abilities and spells .. ...would a dev ??? exploit 101
aura have ranges and sphere of influence for a reason in dungeons and dragons....and a lot of powers in this game still give benefits regardless if some one is in line of sight or within range ..
\the devs dont think players are smart enough to understand.the power description if it has dual use in pve vs pve
direct quote on reddit ; .. completely crazy assumption if you ask me
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1238443/the-devs-dont-think-players-are-smart-enough-to-understand-power-descriptions-if-it-has-pvp-pve-use
gave me an idea for a new thread thxs : D