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[Review] [SW] Steady Aim

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lefze
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Re: [SW] Steady Aim

Post#61 » Thu Nov 02, 2017 5:47 pm

saupreusse wrote:Maybe making the next 3 abilities 100% crit. You give up one gcd for 3 crits. Would allow for a bursty spike in combination with dots applied.
Edit: yeah this would be a huge buff compared to how it works now for basically no drawback and super cancer if used for sinister assault spam in a sw/sm comp. So maybe it would be better to stick with a 50% increase.
Would be super cancer even without SM. 1900ish crits are already normal twice every 30 seconds, only thing keeping this in line is that it doesn't crit every time. Changing SA to be more usable while still retaining ANY crit bonus on it is gonna break assault/bomb specs really damn hard, as both specs are already performing admirably. I really don't see any way to change the ability unless it would only benefit a heavily scout based spec, which mostly lacks the benefit of bullseye because of long cast time combined with short duration on the buff.
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Stmichael1989
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Re: [SW] Steady Aim

Post#62 » Sun Nov 05, 2017 4:53 am

As has been frequently mentioned, Shadow Warriors have plenty of sources of crit between bullseye and init debuff. If steady aim boosted their crit multiplier, however, then that would be a worthwhile skill.
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Toldavf
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Re: [SW] Steady Aim

Post#63 » Sun Nov 05, 2017 8:30 am

Stmichael1989 wrote:As has been frequently mentioned, Shadow Warriors have plenty of sources of crit between bullseye and init debuff. If steady aim boosted their crit multiplier, however, then that would be a worthwhile skill.
Just no. Classes with no crit multiplier have larger base damage to compensate.

This in theory gives them slightly less burst damage while making their more sustained.

It would be a frightening increase in damage for a class balanced entirely around not having a multiplier.
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daniilpb
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Re: [SW] Steady Aim

Post#64 » Sun Nov 05, 2017 9:11 am

Hmmm, I doubt that SW, as a sustained damage dealer, is balanced in a first place, especially in theory : it supposed to be a hybrid class which main mechanic is about stance dancing but today and back in live server days there is only one "balanced" thing in this class - stubborn skirmish stance because it could give you burst damage much more often and faster than Scout (unreliable one trick pony UF+FA) or Assualt stance (today it's maybe different but again because of crit damage multiplier).
Also I doubt that sustained damage is on the same level of effectiveness as burst damage. And I can confirm it with the fact why UF was so important for the class. Maybe it was overperforming but still it was quite essential in some cases.
So sustained damage currently is in a bad place and nowhere closer to burst damage, that's why every dps class tries to rely on burst damage. And if it can't do it, it underperforms.
In conclusion of my little wall: SW should have more access to burst damage or much better numbers in sustained damage. And Steady Aim changes can help to choose the right path.
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saupreusse
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Re: [SW] Steady Aim

Post#65 » Sun Nov 05, 2017 10:03 am

Maybe we should first ask ourselves if sw is lacking burst or not, while keeping in mind that a rr50 sw in merc set is already able to have 50% crit when bullseye triggers and prolly up to 70% crit when eye shot is on a squishy target for the init debuff. The idea of a crit multiplier instead of a crit chance buff sounds very fun to test and sure would open up a short burst window. Maybe if it would be a lockon on one target, this could have some super easy counterplay by putting cc on the sw or using detaunt - as long as a nice vfx would be displayed.
Conclusion: if sw needs more burst, id rather have a crit multiplier that has easy counterplay in the same time; compared to even more critchance.
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lefze
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Re: [SW] Steady Aim

Post#66 » Sun Nov 05, 2017 10:34 am

saupreusse wrote:Maybe we should first ask ourselves if sw is lacking burst or not, while keeping in mind that a rr50 sw in merc set is already able to have 50% crit when bullseye triggers and prolly up to 70% crit when eye shot is on a squishy target for the init debuff. The idea of a crit multiplier instead of a crit chance buff sounds very fun to test and sure would open up a short burst window. Maybe if it would be a lockon on one target, this could have some super easy counterplay by putting cc on the sw or using detaunt - as long as a nice vfx would be displayed.
Conclusion: if sw needs more burst, id rather have a crit multiplier that has easy counterplay in the same time; compared to even more critchance.
Keeping it locked to one target is a good idea, I could see this being balanced with the right cooldown/duration.
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vouzou
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Re: [SW] Steady Aim

Post#67 » Sun Nov 05, 2017 10:38 am

I agree that this skill need to change. It is useless as it is now. My opinion is that crit chanse increase isn't too op as long as it wont affect dmg or crit dmg. But there need to be balanced with the insta cast abilities. So i am looking towards solution 2 but maybe affects only casting skills cause the dmg output would be enormous.
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Toldavf
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Re: [SW] Steady Aim

Post#68 » Sun Nov 05, 2017 11:01 am

Do people not believe that even a 25% increase in crit damage and an easily attainable 70% crit would preform almost exactly like 2 piece doom flayer respectively.

The damage would be a little less as you aren't a range power/stat god but still that's very close in design to a very broken set.
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Manatikik
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Re: [SW] Steady Aim

Post#69 » Sun Nov 05, 2017 11:10 am

Toldavf wrote:Do people not believe that even a 25% increase in crit damage and an easily attainable 70% crit would preform almost exactly like 2 piece doom flayer respectively.

The damage would be a little less as you aren't a range power/stat god but still that's very close in design to a very broken set.
70% is one hell of an exaggeration.. But yea, I think crit damage might be too much of a bump and give too much more power to Skirmish (which I'd ideally like to bump it's ST burst a little more, but not over the top and focus on a solution that helps Scout more while still being useful to Skirmish/Assault). I still believe that straight crit chance is the most effective way to do this due to the fact that Scout's skills have higher base damage so the Crit's affect it in a more positive way and providing burst (in specific time windows) through even stronger FS on demand as a finisher and making it equal (if not better than) FtW.
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Toldavf
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Re: [SW] Steady Aim

Post#70 » Sun Nov 05, 2017 4:52 pm

Manatikik wrote:
Toldavf wrote:Do people not believe that even a 25% increase in crit damage and an easily attainable 70% crit would preform almost exactly like 2 piece doom flayer respectively.

The damage would be a little less as you aren't a range power/stat god but still that's very close in design to a very broken set.
70% is one hell of an exaggeration.. But yea, I think crit damage might be too much of a bump and give too much more power to Skirmish (which I'd ideally like to bump it's ST burst a little more, but not over the top and focus on a solution that helps Scout more while still being useful to Skirmish/Assault). I still believe that straight crit chance is the most effective way to do this due to the fact that Scout's skills have higher base damage so the Crit's affect it in a more positive way and providing burst (in specific time windows) through even stronger FS on demand as a finisher and making it equal (if not better than) FtW.
I mean not really an exaggeration. Without any futile strikes a mara can easily break 45% with an initiative debuff on him even with 3 lots of it he will still reach 30% trivialy.

Add bulls eye and you have between 65% and 50% crit without counting any crit in gear or spec that the sw may have(or things like knights).

My numbers are not exaggerated they are if anything conservative.
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