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why does everyone hate hunter rangers in dungeons

verazetaverazeta Member Posts: 17 Arc User
edited February 2014 in PvE Discussion
hi everyone;

i rolled my first toon here, and got him to 60, i rolled an hr, and it seems to be the worst choice for pve content.

everytime i queue up into a 5 man, i get kicked with a whole no hr's allowed, which im not sure i understand.

the class seems solid on dps, both in aoe, with split the sky and single target with aimed shot and rain of arrows.

is there something i should know about hr's that everyone hates.

i'm currently 10.4k gear score and joining dungeons with gear score ratings of like 5700 - 6700 which makes me seem i'm ok.

i would appreciate any thoughts.
Post edited by verazeta on
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Comments

  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited February 2014
    verazeta wrote: »
    hi everyone;

    i rolled my first toon here, and got him to 60, i rolled an hr, and it seems to be the worst choice for pve content.

    everytime i queue up into a 5 man, i get kicked with a whole no hr's allowed, which im not sure i understand.

    the class seems solid on dps, both in aoe, with split the sky and single target with aimed shot and rain of arrows.

    is there something i should know about hr's that everyone hates.

    i'm currently 10.4k gear score and joining dungeons with gear score ratings of like 5700 - 6700 which makes me seem i'm ok.

    i would appreciate any thoughts.

    Frankly, the problem stems from using the random queues as your baseline. Most people there have a presumption about what is "needed" on a team - usually a DC and a bunch of CWs, maybe a GF. Since the HR is the new kid on the block, there are a lot of them, and people are either burnt out on teaming w/ them, or simply want a more traditional team makeup.

    IMO, HRs who take advantage of their nature skills can be a great asset to a team - but they're generalists, so some people prefer a more focused class instead of one that can do a variety of things only so-so.
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  • orangefireeorangefiree Member, NW M9 Playtest Posts: 1,148 Arc User
    edited February 2014
    I have no idea on that one, I have been playing my HR in tier twos recently and he seems to be doing fine. Getting kicked from a tier one of all things is weird. Try joining the NW-Legit-Community channel, I have not seen any ranger hate there and it is pretty easy to find a group from the 1,300 people in that channel. As a reminder though, hopefully this goes without saying due to the name, but do not use exploits in this channel.
    Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
  • charononuscharononus Member Posts: 5,715 Arc User
    edited February 2014
    Your problem is using the queue.

    As far as the main problem of people not liking hr's, there are a lot, I mean a lot of very very very bad hr's running around right now that fall down from kobold sneezes and can't out dps a dc. Until all the drizzt fans stop playing hr's you will have to prove you can be an asset to most pugs.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited February 2014
    Here we go:

    The ranger is a new class, so the number of people experiencing the class is much larger than those planning to engage (or have engaged). In other words, between 40597849 rangers, I only saw 2 good.

    I'm personally not familiar with the class, but I realize that she has a terrible problem of threat and few resources to deal with it. Added to this, most of the players, rather than trying to use the threat "in its favor" in order to keep enemies block (as does a cw) tends to keep running as far away as possible, undoing the blessed block .

    In other words, "medium" HR now functions as an "anti-controller".
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited February 2014
    Ok so no one giving an honest answer, and telling him to join a guild... *sigh*

    The issue with rangers is that they play like snipers, pull adds in a corner and then start dodging until the team kills them. That's extremely annoying. While i don't mind rangers playing near melee characters, sniper ones make me want to leave, especially when i'm on my cleric.
  • ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited February 2014
    diogene0 wrote: »
    Ok so no one giving an honest answer, and telling him to join a guild... *sigh*

    The issue with rangers is that they play like snipers, pull adds in a corner and then start dodging until the team kills them. That's extremely annoying. While i don't mind rangers playing near melee characters, sniper ones make me want to leave, especially when i'm on my cleric.
    This^^
    Because, you see, melee and clerics prefer mobs nicely piled around them. Especially DC likes mobs and teammates near them, preferably not moving much, which is the opposite of what most hrs are doing in dungeons or skirmishes.
  • pochemoanepochemoane Member Posts: 13 Arc User
    edited February 2014
    as some said before me, they scatter adds. also most use roots thinking they help with CC but they just annoy control wizards. roots make a main power for CW (shard) useless as it goes trough adds with no dmg. this way they just lower the dps and the control of the party with no real benefit
  • ianthewizard2012ianthewizard2012 Member, NW M9 Playtest Posts: 2,142 Arc User
    edited February 2014
    I don't hate HR. In fact, I can't even feel its presence. To me personally, it feels like an ambiguous class.

    I'm not sure if it's only me or not, but the current style of HR doesn't make me feel like it's a ranger. Probably because of it being half melee and its power styles. The grasping ivy, the dark clouds and thunders, the illusory deer, the green fountain which gushes stones, and the meditation. Many of its powers has nothing to do with arrows. Thus even if there are two HR icons in my party members list, I still can't feel there is any true ranger in my party.
  • melodywhrmelodywhr Member Posts: 4,220 Arc User
    edited February 2014
    not everyone hates the ranger class. pugging can be problematic when it comes to running end-game dungeons because elitism tends to become more prevalent in pug circles after level 60.

    some great advice would include joining a friendly guild or at least joining the public custom channel NW_Legit_Community and use that as a starting point for your pugs.
  • wolfzzzzwolfzzzz Member Posts: 32 Arc User
    edited February 2014
    zacazu wrote: »
    Here we go:

    The ranger is a new class, so the number of people experiencing the class is much larger than those planning to engage (or have engaged). In other words, between 40597849 rangers, I only saw 2 good.

    I'm personally not familiar with the class, but I realize that she has a terrible problem of threat and few resources to deal with it. Added to this, most of the players, rather than trying to use the threat "in its favor" in order to keep enemies block (as does a cw) tends to keep running as far away as possible, undoing the blessed block .

    In other words, "medium" HR now functions as an "anti-controller".
    The tremendous threat HRs generate is a problem that needs to be fixed. If only I could get that kind of threat with my GWF! Having said that, when playing my HR and the adds swarm me, I run back to the group with them.
  • wolfzzzzwolfzzzz Member Posts: 32 Arc User
    edited February 2014
    ulviel wrote: »
    This^^
    Because, you see, melee and clerics prefer mobs nicely piled around them. Especially DC likes mobs and teammates near them, preferably not moving much, which is the opposite of what most hrs are doing in dungeons or skirmishes.

    Between the huge threat and the squishyness if you don't move as an HR you're dead. Devs need to reduce the threat. The player side solution is to run back to your team with the adds when they come after you.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited February 2014
    By theory, the lack of threat from gwf is part of the need for a controller (cw) to form the enemies block .

    as well as the threat of excess HR is part of a need controler / full defender (gf) to contain the spread of this block already formed.

    the two classes are not NOTHING complementary ... hahha
  • starcherstarcher Member Posts: 0 Arc User
    edited February 2014
    The problem is the garbage way that tanks have zero ability to hold agro in this game ompared to every possible MMO on the market. GF can mark every target and one of my split shot or split strike earns me a bunch of new friends to kite. The lazy tank design was overlooked before because CW can just spam skills that keep mobs piled up tightly and GWF just AoE on top of the tank (or be the tank themselves). Tanks also, at least from what I've seen, don't have an initiate encounter to agro a mass amount of mobs. Oooooh good job you marked one target, time for them to chase me until a CW does a singularity.

    With how broken some of the mechanics are in the game, it shouldn't be out of beta. The quest, foundry, and gateway systems are great but the main draws of MMOs (dungeons and pvp) are broken and sloppy.
  • frishterfrishter Member Posts: 3,522 Arc User
    edited February 2014
    Honestly, they seem kind of pointless. They are annoying in pvp, but in pve they're kind of only split shot spammers and don't fill that much of a role. GFs can tank and take all mob aggro, but even they're kind of useless due to low damage. Cws add a lot of control so you'll often want multiple of them, you obviously want a DC for heals, that leaves gwfs for multi unit damage and trs for single target damage, both who can tank bosses well. Good HRs can be a decent asset, but usually I'd prefer something else instead. They just don't seem to fill a role that can't be done by something else.
  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited February 2014
    Tremendous threat? nope.

    bad HRs have threat issues, good ones don't. it requires doing more than aimless split shot spam into packs of unaggro'd mobs and then running away.

    That's not to say a good HR doesn't use split shot. he uses it all the time, he just knows when to use and what to hit with it so that he isn't ruining the entire parties dps and clear time.

    You need a good understanding of aggro and how it works to play an HR well. I seem to recall that when the class was announced they specified it was tailored for experienced players, though the vast majority of HR are drizzt/legolas types and this is their first and only character so you have tons of bad HR and only a handful of good ones.

    That said geared GWFs have no problems with aggro, undergeared ones do, and have problems playing the tank role. if you combine the two in queue pug's at or near GS minimums then yeah you'll have some problems which might lead you to believe that HR's have tremendous aggro issues. they don't.


    To answer the original question, people don't like HR's because most HRs are bad. That's nothing against HRs specifically, most people are bad at whatever class they play because most players are bad. But bad players of other classes are simply carried, they don't pull their weight but they don't really interfere that much either. Bad HRs are a detriment to the group, they drastically reduce party dps and clear times, while not providing any kind of personal dps to make up for it. They can as much as double the time it takes to clear a dungeon and still only hit 4th on paingiver, while offering literally nothing else to help the group.

    Which is why my wee little 12k HR running around in blues is nature spec. deals 85% of the dmg of an archer while providing DC level mitigation/survivability to the group all from melee range, never pulling aggro (or if I do, it never impedes the group) split shotting away like a boss.
  • kozi001kozi001 Member, NW M9 Playtest Posts: 876 Arc User
    edited February 2014
    verazeta wrote: »

    i'm currently 10.4k gear score

    I think that is the problem not your class.
    Level it to 14k+ and you will be most welcome to lots of places.
  • vehementinaconvehementinacon Member Posts: 15 Arc User
    edited February 2014
    kozi001 wrote: »
    I think that is the problem not your class.
    Level it to 14k+ and you will be most welcome to lots of places.

    I gotta call bull on the whole gear score bit. In any dungeon I pug. I'm the first in DPS, least death and prolly have the lowest gs in the bunch. After just getting forest lord finished my gearscore went DOWN. Honestly people need to stop using that bugged UI number as a what to base a person on. Actually look at the gear they are using. See if those blues have higher stats (most do) then that t2 equipment.

    Yeah I'm still annoyed that after finishing my t2 equipment my stats and score are lower then what i was in blues. Yet that's what our beloved pugged community loves. That fancy number that means jack.

    I also have no idea how other HR's aren't doing the most damage in a group. Start using your **** ghost to drop all agro and keep the mobs where they need to be. We have a HAMSTER ton of dodge for a reason.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited February 2014
    Ok, let's skip some parentheses.

    If the dev said that the class was geared for experienced players and this experienced player needs to "manage" the threat of class, then the threat is an issue of class, no?


    But do not get me wrong, when I say that the threat is an issue of class, I do not say that the class is defective. And yes she is imperfect as all others are and need to be so that there is a balance (or that demands an individual effort).


    I agree on the rest, it is a practical summarizes why the class is not so dear.
  • drsconedrscone Member Posts: 309 Arc User
    edited February 2014
    Most of the PUG dungeons I've run with HRs haven't gone well. They do decent damage, but I've got that covered already (as a CW). Their main problem is that they generate a load of threat and they tend to go down easily, leaving you a man down. They do tend to scatter mobs, usually just by virtue of their threat, so rather than being able to group adds near the boss or the DC, you have to chase the HR round and everything gets messy.

    No doubt good HRs don't end up causing these issues, but once you've played with a few bad ones you certainly aren't going to actively look for one next time you're grouping.


    Really, you have to ask who you're replacing. TR, or maybe GWF?
    Tele Savalas, Dwarf Thaumaturge CW
    Putting the Buff into Debuff since 2013 \o/ (Does that even make sense)?
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited February 2014
    melodywhr wrote: »
    not everyone hates the ranger class. pugging can be problematic when it comes to running end-game dungeons because elitism tends to become more prevalent in pug circles after level 60.

    some great advice would include joining a friendly guild or at least joining the public custom channel NW_Legit_Community and use that as a starting point for your pugs.

    Just as a reminder, you will be ignored by everyone on this channel if you try to use exploits. Advertising for /legit without saying that is pretty bad and leads to serious issues on the said channel. It's not a filler for /lfg parties, and it's not a friendly bar either. It's a place for people who are sick of exploits and want to play the game the normal way.
  • djaruddjarud Member, Neverwinter Beta Users Posts: 62
    edited February 2014
    Although yes, some Rngrs get too much agro because they spam Split, the agro is not limited to that. The class has far too high of a Threat level as it is, tossing out an StS can get you agro without anything else happening, dieing often does not release the agro, sometimes simply being there can get the agro focused on the Rngr. They being a softer class with high agro makes them a pain for healing & tanking classes, but played well they can easily out do Rogues, even in single Target dmg, often staying second only to a well specced/played Wiz. They need to know when, and where to use certain skills, to let the team get the agro built up and the mobs clustered together before they start doing much of any dmg dealing, other-wise they cause a spread.
    Some things are meant to remain lost.
  • lionmaruu0lionmaruu0 Member Posts: 327 Arc User
    edited February 2014
    This wont answer your question about the queue ^^ it is really a matter of getting a guild or be early on /lfg pugs.

    On this last CTA it was time to see how people were playing with rangers, and what baffled me is that most of them of any level where doing this stupid sniper thing... just get behind the team and shoot, it makes clerics work harder, cw/gf/gwf run to get scattered adds and hinders overall dps of the entire group AND makes every run a longer nightmare.
    It when the genius use the shot daily when the adds are in the middle of the singularity completely killing the rotations of any CW/gwf/gf bellow it.

    Please if you are HR don't use this tactic or you are just being the one I'll never EVER want to group with again.
  • agentorange9mmagentorange9mm Member Posts: 15 Arc User
    edited February 2014
    Eh, I think some of the sit and shoot nature of most rangers can be attributed to a couple of things.

    1) They go down hard, I swear my HR seem to fold up faster than my CW. So meleeing can be dicey when that boss is going to one shot you and you don't have the defenses of any of the other melee classes, outside of your onetime get of jail free card in fox's cunning. If people are being super risk adverse, they're just going to stand back and shoot.

    2) Until you get to level 60, you can be pretty **** dumb with an HR and do well in normal heroic dungeons. Split shot is that amazing at lower levels.
  • kurisantonkurisanton Member Posts: 64
    edited February 2014
    From my perspective HR's are really in a bad place without a GF also in the group which frankly isnt needed for any dungeon and can even be a liability in some like VT. Most HRs just pull everything and end up kiting it the whole fight rather then dps the bosses which stops you from getting 2 or even 3 runs in a single DD. They dont use their various abilities intelligently and that hurts the rest of the group. For example the other day I was doing a FH run on my GF and at the last boss I always kite adds. One of the hunters was split shotting the boss and hitting the kited mobs pulling them over there, making my job harder and it ended up wiping us. After a more detailed explanation he changed his powers but once again he wasnt being smart about ability use.

    So basicly the bad HRs have made a bad name for the few good HR's. Their mass aoe dps is just not a good enough reason to most people since trash mobs can easily be killed, bosses take more effort and planning though so thats where you need it to count.
  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited February 2014
    zacazu wrote: »
    Ok, let's skip some parentheses.

    If the dev said that the class was geared for experienced players and this experienced player needs to "manage" the threat of class, then the threat is an issue of class, no?


    But do not get me wrong, when I say that the threat is an issue of class, I do not say that the class is defective. And yes she is imperfect as all others are and need to be so that there is a balance (or that demands an individual effort).


    I agree on the rest, it is a practical summarizes why the class is not so dear.

    They don't generate any more aggro than any other class for the damage they deal. They generate far less aggro than GFs, GWFs, or CWs.

    The problem that inexperienced HRs have is A: What they are generating aggro on. Their main attack and source of damage is the largest AOE in the game, an 80-90' cone attack that unless aimed properly from good positioning always hits mobs behind the ones the group is currently building aggro on. These are mobs outside the main cluster or fresh respawns in boss engagements. This gives them initial aggro and they continuously spam splitshot on these mobs building further aggro before any other class has attacked the mobs in question.

    B: They have no control abilities, really they only have forest ghost to attempt to drop some aggro, and many HRs don't use it for some reason. So when they do draw aggro and they are standing way back playing sniper they draw the mobs away from the classes that could help them, where they continue to generate more aggro trying to kill or kite again while no one else is building aggro on the mobs. HR's aggro has nothing on CW's aggro, but you will never notice because CWs are CCing while they are dealing dmg and generating threat. The mobs aren't b-lining to the cee dub they are getting stunned/frozen/dead.


    The average HR needs a Good CW (or 2) and/or a good GWF/GF so that they can come in 3rd-4th on Paingiver. Bad HRs need to go afk at the dungeon entrance not to slow down the group's clear time. That's why HR's aren't liked in groups.
  • lucidproph3cylucidproph3cy Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2014
    I don't know if others have noticed this but the ones that are spec'd for melee I don't really have a problem with. They usually do very well especially single target boss damage. However the archery spec'd ones I always have trouble with pulling agro making a mess kiting and dieing and just overall really bad. So I refuse to take archery based HR's in a party unless their GS is crazy which sometimes means they know how to play their class and have put time into the build learning it.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited February 2014
    1. HRs are inherently difficult class to play optimally = lot of sucky players

    2. Most PuGs are clueless in mutual support = rarely supports their HR, leaves it to die, and then thinks, "Wow, so sucky" -- when it is actually they, who are sucky and have no clue in the concept of "team play" and "mutual support".

    3. New class = lot of people playing it = overly abundant

    4. Elitist way of thinking only respects max efficiency in team composition = they don't see a content to be enjoyed, they see a "job" to be "farmed" for loot. Hence, any class that is not CW, DC, GWF = trash, needless in a team. Very bad attitude from players used to "farming", simply messing up the community and its tolerance to more leisurely and relaxed game playing.
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • inthefade462inthefade462 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited February 2014
    2. Most PuGs are clueless in mutual support = rarely supports their HR, leaves it to die, and then thinks, "Wow, so sucky" -- when it is actually they, who are sucky and have no clue in the concept of "team play" and "mutual support".

    funny you should mention this, any HR with any concept of "team play" or "mutual support" never draws aggro, ever. never dies, never needs to be carried. So really its HR with thinking like yours who are clueless and sucky.
  • kweassakweassa Member Posts: 2,390 Arc User
    edited February 2014
    funny you should mention this, any HR with any concept of "team play" or "mutual support" never draws aggro, ever. never dies, never needs to be carried. So really its HR with thinking like yours who are clueless and sucky.

    Aggro is a natural expression of how much of a threat you are, to the mob. If a DPS is not drawing aggro, then he's not doing his job right. If a HR constantly draws aggro, then the ones who should grab the aggro are also, not doing their job right.

    (ps) who says I'm a HR?
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
  • oschwoschw Member Posts: 10 Arc User
    edited February 2014
    kweassa wrote: »
    Aggro is a natural expression of how much of a threat you are, to the mob. If a DPS is not drawing aggro, then he's not doing his job right. If a HR constantly draws aggro, then the ones who should grab the aggro are also, not doing their job right.

    (ps) who says I'm a HR?


    Thats the biggest missconception EVER....

    A DPS classes job is to do as much damage as possible WITHOUT drawing aggro!
    This means, the max damage you SHOULD do, is limited by how much threat the Tank can put up.
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