To me, rangers are good because of their low cost. You can start out missions with them covering a lot of ground and then you don’t have to worry about needing to spend so much placing and boosting every other class of unit (all of which you need multiple copies of when rangers not so much). They help pick off the weaker early waves while you get everything set up with your other units. And yeah, they do too good of a job with it. They’re not god tier to the point where it’s “all you need are rangers” but still a little strong. I’m definitely not advocating an increased cost, though.
So like gaben was talking about, rangers kind of take over the role of berserkers to the point where you might as well just use rangers instead. Berserker damage output is very good and their cost is low, but all in all I find berserkers are really only viable in maps where you can use them to cover more than one lane well (as in, not just the corners). And they only really shine when you can place one that covers all of the enemies. They work fine, though; it’s just the fact that rangers are better for the cost since you can almost always use them to cover all of the lanes, and their damage output is comparable due to the range.
So the berserker niche is taking out many weak enemies. The ranger niche should be something like dealing damage to many weak enemies in multiple different lanes. So looking at costs, on a map where you have two berserkers covering entirely different paths, you want something like “being able to place a ranger prevents me from having to boost these berserkers as much to cover my enemies.” Unfortunately, taking that to the extreme you come up with “being able to place and boost rangers prevents me from having to use berserkers.”
When the armor piercing skill is only at level 1, I find that my rangers have a pretty tough time with armored enemies. I would definitely consider dropping the armor pierce to give rangers a stronger Achilles heel. That may be plenty, but if it isn’t I’d look into bringing the rangers more into line with their “cheap early set-up” niche by making them scale poorly in terms of damage relative to berserkers and other classes, so that yes, rangers are great for covering the whole map, but you may run into trouble later on if you’re relying on them too much for your damage output when you should be using other classes instead.
At that point, you may have overnerfed them in that you made them bad at high boost levels. So they should serve another niche at that point by being dedicated debuffers.
So, my take:
- Remove or weaken armor piercing skill so that armored units aren’t just another thing that the rangers will probably pick off, and are something you have to plan for instead.
- Decrease the effectiveness of boosting rangers, either by lowering stat gains or lessening the usefulness of their skills.
- Replace one or more of the level 3-5 attacks (probably 4) with a dedicated debuff rather than “lol i shoot even moar arrows”. At present rangers do poison and bleeding, so probably go with one of those. Damage over time is sort of the dragon thing, and rangers have a stronger bleed than berserkers as is, so I’d go with bleeding. That gives them a nice support role that requires other units to really take advantage of.