There are several reasons why Fighters tend to receive fewer complaints compared to Rangers:
1, Fighters are typically clad in full plate armor and are slower, even when using Sprint. Spellcasters like Warlocks and Wizards can easily dismantle Fighters if they manage to evade the crossbow shot (which, granted, is easier said than done, considering it’s akin to an M1 Garand). Fighters often struggle to accumulate significant Magic Resistance (MR), usually capping at around 20%, which is insufficient against powerful Wizards or Warlocks utilizing abilities like CoP alongside magical healing.
In contrast, Rangers enjoy one of the best Damage Resistance (DR) to movement ratios in the game. Additionally, their gear inherently grants them agility, making it extremely challenging to pursue a Ranger compared to a Fighter with Sprint off cooldown. Closing the gap on a Ranger doesn’t necessarily guarantee victory, as they perform well in melee combat and scale their ranged damage with Strength, making them tankier than many other classes.
2, Fighters lack ranged perks or skills. While the crossbow is potent, it doesn’t reach the same levels of imbalance as Rangers, who deal higher damage and possess a perk that halves their reload speed, quicker draw, and the overpowered triple shot.
To put it differently, if a Fighter misses a crossbow shot, there’s a real chance to punish them. Missing shots as a Ranger often has minimal consequences.
3, This point continues from the previous one. For everyone except heavily armored Fighters, bows are more oppressive than crossbows. Fighters need to invest in a perk to use bows, which also comes at a physical power deficit, resulting in much lower damage compared to Rangers. Bows can be fired multiple times before needing to reload, and getting hit by a bow shot incurs a significant movement penalty, making it nearly impossible to chase the target. Their movement speed may even be slower than a Ranger with a longbow equipped.
4, The presence of hunting traps further amplifies the Ranger’s advantage. If you manage to bait someone into stepping on a trap, it often equates to a free kill. The time required to arm a trap is similar to that of opening a door. Thus, during a chase, you can literally close a door behind you mid-chase and set a trap at the doorway. The trap slows down pursuers as they have to cautiously jump over it, granting you a significant kiting advantage. Even against more aware players, traps serve as a potent zoning tool, denying space. Whenever there’s a dark area around a Ranger, it’s reasonable to assume it’s trapped, forcing players to waste time equipping a torch, aiming, and throwing it at the dark spot just to gain visibility.
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