Ranged Combat: Issues and Ability Suggestions
Posted: Sun Feb 23, 2025 9:39 pm
With the recent thread about Tumble and Flip, I figured I'd post this considering there's a certain dearth of abilities for Mundane Ranged (i.e. non-magical ranged options) character playstyles. Ranged combat can be used in conjunction with most melee specs pretty well, but for a ranged specific character, there's very few things that really grants them any type of survivability, foremost being stealth. They can take two offensive abilities (quick aim and true shot) and the only defensive being Dodge Proficiency.
Don't get me wrong, stealth is an exceedingly powerful tool to use with ranged combat and imparts up to -4 negative rerolls on a target on top of positive rerolls for the player. It's huge. Risk mitigates the long-term effectiveness on this pretty heavily, with 5 shots putting one in the vicinity of 100 risk, but if you play it right in a group and take your time it's something that can be largely controlled. Once they're drawn from stealth, it's pretty much all over from there with no primary defensive ability and a lack of offensive abilities to help control the ebb and flow of combat in general.
So, I'd like to suggest a few things to help with that:
Bards in Cogg had an ability, Slippery Coward, that increased the chance of avoiding an attack (I'm assuming while in avoid engagement), gave some dodge rerolls or a flat bonus to dodge, and made it easier to break engagement and flee. I'm not sure how much of this would really apply in Clok, but perhaps such an ability could increase the chance to avoid an attack and activate Tactical Dodge, if present. The combat classes I can think of that *might* go with ranged as an offense all have something in TacDodge that would be beneficial to controlling combat.
There was also Coward's contingency which applied stealth to dodge at 100% when "recently found", but I'd like to see some options to get ranged characters out of stealth, not encourage them to maintain stealth at all costs (despite the fact that this is how I play, largely by necessity.)
Maybe something that reduces the chance of a mob targeting the ranged character when grouped?
At this point, I really don't know what would be the best way to go about balancing things to make non-stealth ranged combat viable without also making stealth combat god-tier awesome (more so than it already is). Perhaps with the inclusion of Druidry will allay some of this, whenever it's re-introduced, but I still see Snowpiners having some difficulty as well.
But you can also look here https://clok.contrarium.net/bbs/viewtop ... arm#p40400 for some other firearm/ranged abilities for insight, too.
Don't get me wrong, stealth is an exceedingly powerful tool to use with ranged combat and imparts up to -4 negative rerolls on a target on top of positive rerolls for the player. It's huge. Risk mitigates the long-term effectiveness on this pretty heavily, with 5 shots putting one in the vicinity of 100 risk, but if you play it right in a group and take your time it's something that can be largely controlled. Once they're drawn from stealth, it's pretty much all over from there with no primary defensive ability and a lack of offensive abilities to help control the ebb and flow of combat in general.
So, I'd like to suggest a few things to help with that:
Bards in Cogg had an ability, Slippery Coward, that increased the chance of avoiding an attack (I'm assuming while in avoid engagement), gave some dodge rerolls or a flat bonus to dodge, and made it easier to break engagement and flee. I'm not sure how much of this would really apply in Clok, but perhaps such an ability could increase the chance to avoid an attack and activate Tactical Dodge, if present. The combat classes I can think of that *might* go with ranged as an offense all have something in TacDodge that would be beneficial to controlling combat.
There was also Coward's contingency which applied stealth to dodge at 100% when "recently found", but I'd like to see some options to get ranged characters out of stealth, not encourage them to maintain stealth at all costs (despite the fact that this is how I play, largely by necessity.)
Maybe something that reduces the chance of a mob targeting the ranged character when grouped?
At this point, I really don't know what would be the best way to go about balancing things to make non-stealth ranged combat viable without also making stealth combat god-tier awesome (more so than it already is). Perhaps with the inclusion of Druidry will allay some of this, whenever it's re-introduced, but I still see Snowpiners having some difficulty as well.
But you can also look here https://clok.contrarium.net/bbs/viewtop ... arm#p40400 for some other firearm/ranged abilities for insight, too.