Open - Outdoors - Move DNA Harvesting mod from Ranger | Star Wars Galaxies Restoration

Open Outdoors Move DNA Harvesting mod from Ranger

This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
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Proposal
Move the +20 DNA Harvesting mod from Novice Ranger (+10) and Master Ranger (+10) and put them into Scout OR move ALL DNA Harvesting mods to Bio Engineer skill boxes.
Justification
The reach the cap in DNA Harvesting, allowing for cap enzyme extraction and DNA extraction, the player requires Master Ranger. With Ranger being a less than effective profession, a massive 140 skill points is required to be invested in this to reach this cap at Master Ranger, where as nothing else in the Ranger profession is useable.

I propose to put the mods from ranger into the prerequisite boxes in scout or all the DNA Harvesting mod into BIo Engineer.

This will also allow Bio Engineers to have more freedom when making a build.
Motivation
Bio Engineers are the only profession that benefit from the DNA Harvesting mod, so having this in Ranger with very little additional reward from Ranger in its current state puts Bio Engineers at a loss when implementing a skill template build.

To maximise enzyme extraction, Rangers need to extract from high level Gold bosses (Krayt, Gorax, Kimogila). Ranger has no combat ability so taking on these dangerous creatures does not benefit anything in group play as they have little to no combat abilities to assist.
As this mod is only benefitial to Bio Engineer; it makes sense to put these mods in BE prerequisite scout boxes or in Bio Engineer skill boxes

I appreciate this is likely to change during the Phase 2.0 Ranger revamp, however if a change could be made prior to this, it would be very appreciated.
 
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As this mod is only benefitial to Bio Engineer; it makes sense to put these mods in BE prerequisite scout boxes or in Bio Engineer skill boxes

I appreciate this is likely to change during the Phase 2.0 Ranger revamp, however if a change could be made prior to this, it would be very appreciated.
I do not agree.
 
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Rangers are the only class with the ability to carefully approach a hostile mob without it going aggressive on you through a combination of mask scent and /conceal with camo kits, crawling and slowly approaching. Putting it in the Ranger tree is probably one of the better changes I have ever seen.
 
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Rangers are the only class with the ability to carefully approach a hostile mob without it going aggressive on you through a combination of mask scent and /conceal with camo kits, crawling and slowly approaching. Putting it in the Ranger tree is probably one of the better changes I have ever seen.
Ranger is a useless profession so the only working ability needs to be moved. Put it in scout by all means as scout has mask scent, but conceal kits don’t work.
Also, with ranger currently being only paired with BE giving a total of CL 67, with mask scent failing almost every time vs high CL creatures, being CL 67 sucks
 
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Ranger is a useless profession so the only working ability needs to be moved. Put it in scout by all means as scout has mask scent, but conceal kits don’t work.
Also, with ranger currently being only paired with BE giving a total of CL 67, with mask scent failing almost every time vs high CL creatures, being CL 67 sucks
I don't agree with this but thats just my opinion. I enjoy ranger as a class and it pairs well with a CH, Melee or Ranged advanced profession while still providing resources to contribute to a healthy market economy. It is already the go to to maximize harvesting materials for Chefs and AS (Milk/Eggs/Meat and Hide/Bone) Having it also able to provide DNA samples means a BE can focus on an alternate crafting tree like tailoring/chef, still provide BE cloths/additives. If anything maybe the argument should be to fix the functionality of the features that you claim are broken as opposed to making a profession less able to contribute to the market as a whole.
 
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I don't agree with this but thats just my opinion. I enjoy ranger as a class and it pairs well with a CH, Melee or Ranged advanced profession while still providing resources to contribute to a healthy market economy. It is already the go to to maximize harvesting materials for Chefs and AS (Milk/Eggs/Meat and Hide/Bone) Having it also able to provide DNA samples means a BE can focus on an alternate crafting tree like tailoring/chef, still provide BE cloths/additives. If anything maybe the argument should be to fix the functionality of the features that you claim are broken as opposed to making a profession less able to contribute to the market as a whole.
currently with the exception of DNA harvesting ranger is useless, none of its abilities function any other skills mods are more easily obtained by just getting BH which is less points, has abilities and even has special missions. All creature harvesting is in scout. Also just so you know while mask scent functions its largely dependent on CL so having ranger and BE would probably get you detected anyway being a crafting profession. Also a BE has no reason to focus on tailor as the clothing tissues while in the game have no useable slots and to top it off BE food additive are currently using food experiment/assembly so if you want to do food additives youd have to go master chef yourself making it so if you master BE youll have to completely ignore almost half your profession and either do Pet creation or additive production or dedicate 2 characters to potentially support a single profession. so im all for that minor change while ranger gets fixed/changed
 
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I think there's a solution here though and we can figure it out.
I like the explorer mission terms "Hunting" and /AREATRACK AND /TRACK.

Obviously fixing /conceal should be the priority if its broken.
One of my fonder memories of the game was squeezing of half a ham bar before the target even knew which way to aggro.

Its difficult to balance a class like ranger + crafting profession without overadjusting ranger + combat profession (Rifles etc etc.)
Would tuning up traps to add additional effects or damage help but only against animals, Would that buff be enough to raise the CL?

BE's are looking at the class a specific way as are rangers so lets throw all the ideas on the table and see what we can put together. Obviously, you guys want DNA harvesting back....ok I can understand that. If Ranger is only useful at current because of DNA Harvesting, as you believe, removing that from the tree just kills the class though.

And maybe that's for the best long term. Just seems a bit reactionary to me at the moment. Not saying I couldn't be convinced but just seems like the nuclear option is all.
 
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suppose the main issue is almost nothing in ranger works or is not better gained elsewhere and there has been little to nothing I am aware of on when that is gong to change so rather than have someone use over half their skill points for 1 of like 5 different required professions to make high end pets just put it in scout or BE while ranger gets sorted
 
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I think there's a solution here though and we can figure it out.
I like the explorer mission terms "Hunting" and /AREATRACK AND /TRACK.

Obviously fixing /conceal should be the priority if its broken.
One of my fonder memories of the game was squeezing of half a ham bar before the target even knew which way to aggro.

Its difficult to balance a class like ranger + crafting profession without overadjusting ranger + combat profession (Rifles etc etc.)
Would tuning up traps to add additional effects or damage help but only against animals, Would that buff be enough to raise the CL?

BE's are looking at the class a specific way as are rangers so lets throw all the ideas on the table and see what we can put together. Obviously, you guys want DNA harvesting back....ok I can understand that. If Ranger is only useful at current because of DNA Harvesting, as you believe, removing that from the tree just kills the class though.

And maybe that's for the best long term. Just seems a bit reactionary to me at the moment. Not saying I couldn't be convinced but just seems like the nuclear option is all.
I’m assuming you haven’t played ranger on R3, because if you had you’ll realise how pointless the profession is. Absolutely this is reactionary, and the change in DNA harvesting is purely an immediate change, until Ranger gets its rework. The whole profession is dead other than DNA harvesting, and it’s silly that BE players have to invest over 100 skill points just to receive ONLY +10 DNA Harvesting allowing them to cap DNA extraction. It’s just badly thought out and needs moving. Just write off Ranger completely.
 
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heck yes. do something with Ranger. give it something to help it be useful!
It's probably the least played profession closely behind Commando.
Ranger is basically a meme class at this point.
 
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I think Ranger having DNA harvesting makes perfect sense as one of it's main roles has always been creature harvesting. But I also agree that it really doesn't have much to help it in combat so that it can get to harvesting said creatures.

I'd much rather see Ranger improved with more effectiveness vs. creatures, rather than have things taken away from it.
 
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I think Ranger having DNA harvesting makes perfect sense as one of it's main roles has always been creature harvesting. But I also agree that it really doesn't have much to help it in combat so that it can get to harvesting said creatures.

I'd much rather see Ranger improved with more effectiveness vs. creatures, rather than have things taken away from it.
It makes sense to be in ranger, but with the current impracticality of ranger it needs to be moved from there.
 
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I think Ranger having DNA harvesting makes perfect sense as one of it's main roles has always been creature harvesting. But I also agree that it really doesn't have much to help it in combat so that it can get to harvesting said creatures.

I'd much rather see Ranger improved with more effectiveness vs. creatures, rather than have things taken away from it.
thats kind of the thing ranger isnt creature harvesting all of that is in scout and what is being requested is that while ranger is currently in an almost unplayable state why hurt BE by keeping it in
 
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This makes sense in that it is more like CU & since Ranger seems to be transforming into more of a Rogue than a wilderness class, it might make a lot of sense. However, BE is NOT an outdoors class, it is a purely crafting class. Moving the ability back to BE means BE would need to go out & do this themselves (reducing interdependence, which may not be desirable), but that means BE needs something in their abilities to get some CL boosts. That might be achieved by removing the Scout requirements on BE, letting those points go elsewhere.

The present design of who & how this is done doesn't make much sense, but there are about 3 different ways to fix that (none of which will please everyone) and until we see what Ranger actually transforms into at 1.1, I don't know which changes makes the most sense.