The new Player System Manager (PSM) and Rangers 02/07/2021 10:07 AM CST
Hey folks, creating this post to compile all of the systems, additions, removals, other changes, and some general commentary on the proposed new Player System Manager and its specific impacts on Rangers. For those of you who want to see the whole thing, it's here: https://docs.google.com/document/d/1eSyzok0aMhP8AuP7TufyMymHmqOm0tRoSP0Ragh3p88/edit#

We’ll start with the easy items, and move to the harder ones.




I. MAJOR CHANGES TO EXISTING SYSTEMS

1. Semis and pures no longer have increased Combat Maneuver Point (CMP) costs in the Combat Maneuver system.

>Comments: This is pretty great. In the current system, CMAN skills cost rangers 50% more CMPs than pures, so (for instance) Shadow Mastery to rank 5 costs rangers 45 CMPs, rather than the 30 it would cost a rogue. This change will impact many of the following items.

2. Training in Stalking and Hiding reduces SNEAK and HIDE roundtime. This bonus has been removed from Shadow Mastery. Roundtime reductions are based on the following enhancive ranks:
30 ranks: -1 sneak RT
60 ranks: -1 hide RT
90 ranks: -1 sneak RT
120 ranks: -1 hide RT

>Comments: This is pretty huge and an undeniable improvement both in terms of QoL and mechanics. It essentially grants S&H rangers the RT reduction benefits of the CMAN Shadow Mastery, AND rank 1 of CMAN Shadow Dance, which has been restricted to rogues. Shadow Dance itself is being moved to a rogue feat at level 50, granting them the Shrouded effect.

3. Shadow Mastery changes. This CMAN now grants +2 non-enhancive boost to Stalking and Hiding skill for the purposes of hiding, staying hidden, or any activity involving a stealth check. The RT reduction has been moved to the base S&H skill at various rank gates.

>Comments: In addition to being cheaper (30 CMP for five ranks rather than 45), the calculus changes a bit for getting this skill. It will grant a max of +10 S&H skill; not clear if a passive benefit or still has to be activated.

II. CHANGES TO RANGER COMBAT MANEUVERS

1. NEW: Leaping Strike
Name: Leaping Strike [lstrike]
Type: Setup
Roundtime: ATTACK-2
Stamina Cost: 15
Offensive gear: Both hands
Other Requirements: Requires a melee weapon.
Available to: Warriors, Rogues, Monks, Rangers
Prerequisites:
Acrobat’s Leap (at rank 1)
Cost:
Rank1: 10
Description: Leap into the air to strike a flying target.
Mechanics: You are able to leap into the air to strike flying targets provided you are able to move. This is an unaimed attack.

>Comments: Finally lets non-ranged weapon users hit flying targets (i.e. winged vipers in the Red Forest).

2. NEW Retreat
Name: Retreat [retreat]
Type: Active Buff
Roundtime: 3s
Stamina Cost: 20
Available to: All
Cost:
Rank 1: 4
Rank 2: 8
Rank 3: 12
Description: Tactically retreat from close quarter combat.
Mechanics: You retreat from close quarter combat and gain Disengaged for (10 * rank) seconds. This maneuver has a cooldown of (60 - (10 * rank)) seconds, and is usable while in roundtime.

>Comments: Like all of the other Effects being added, this will have interesting implications for combat. If we see mobs getting skills like this, it will disrupt a lot of current hunting strategies.

3. NEW (for rangers) Acrobat’s Leap
Available to warriors, rogues, monks, and rangers.
No longer consumes stamina.
1 rank, cost is 10 points.
Changed to add (1 + (agility bonus / 10)) feet to player reach.
This bonus is reduced by 1 ft per AG over scale armor.

>Comments: Almost certainly a required skill for most rangers -- cheap, no cost, constantly active. For Mnar, who has a +35 AGI bonus, this will add 3.5 feet to his reach (he wears mail armor). This will, hopefully, put a few more necks in range of his blades.

4. NEW (for rangers) Combat Toughness
Available to rangers.

>Comment: Interesting new option for rangers who prefer an in-your-face combat. Permanently enhances your maximum number of Health Points (HP) by 5 plus 10 points per rank. With all three ranks, that’s an increase of 35 HP.

5. NEW (for rangers) Spell Thieve
Available to rogues, rangers, and bards.
Roundtime increased from 2s to 3s.
Stamina cost increased from 7 to 9.
Removed penalty to success chance based on target spells.
No stamina cost or roundtime if the target has no spells.
Removes 1 spell at all ranks
75s cooldown, reduced by 15 seconds per rank.
Spells stolen have a duration of (10 + (10 * rank)) seconds, and cannot be stripped by Spell Burst or Spell Sever.

>Comment: This… huh. This could be very interesting. For rangers who have always felt their CMAN choices were fairly lackluster, this could open up some new flavor. With the sudden increase in available CMPs most rangers will now have, this could be very appealing.

6. NEW (for rangers) Spin Attack
Available to squares and semis.
Previous Dodge benefit has been replaced with Boost Dodge at the same rate of (3 * rank).

>Comment: +15 AS (at rank 5), -2 RT for one attack. Possible choice for rangers who like to see numbers always go up.

7. Dirtkick
Applies Blinded to the target.
Can be used while Disengaged.
Cannot be used while Pressed.

8. Dislodge
Applies Weaken Armor to the target.

9. Feint
Cost increased from 2/3/5/7/10 to 2/4/6/8/10.

10. Garrote
Changed to Concentration skill.
4 rounds over 8 seconds (2 second per round). If the player is hidden, the duration is reduced to 4 rounds over 4 seconds (1 seconds per round).
10 stamina
Upon success, you and your party gain Boost Agility for 2 minutes.
30 second cooldown.

>Comment: This could be useful for the Boost Agility effect.

11. Sweep
Applies Vulnerable to the target for 4 seconds per rank.

12. Trip
Applies Vulnerable to the target for 4 seconds per rank.

III. WEAPON SKILLS

Too many here to list, but bottom-line the new Weapon Skills (and the Effects system) will revolutionize combat, if they’re implemented as described. Read the full document, but they are essentially new attack types that cost stamina (usually), incur RT, and have a short cooldown on use. If you’ve played most modern MMORPGs, the cooldown concept is very similar. This, and the new Effects system, will require players to weave abilities together.

It will also have an interesting impact on stamina management. The best skills, as you can imagine, cost the most stamina. I haven’t seen it discussed much yet, but I believe Guardians of Sunfist members will have difficulty with the new system, due to their already stressed use of stamina points.

Looking forward to everyone’s thoughts on this.
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Re: The new Player System Manager (PSM) and Rangers 02/07/2021 10:11 AM CST
Awesome, awesome changes! Please give flying leap the ability to work with brawling. Would like to be able to leap up and knock something out of the sky with bare hands / feet!

Eleftheros
Discord: Eleftheros #1024
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Re: The new Player System Manager (PSM) and Rangers 02/07/2021 01:40 PM CST
Still disappointed we are not getting shield mans and still fight to get them.
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Re: The new Player System Manager (PSM) and Rangers 02/07/2021 08:52 PM CST
<<Still disappointed we are not getting shield mans and still fight to get them. ~ Pup

You'd think a sword and board ranger would learn some of the tricks, right?

~EC
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Re: The new Player System Manager (PSM) and Rangers 02/07/2021 10:38 PM CST
I agree. Losing shield bash access as well. Even if increased cost, should have some access.
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