Actually, this change can give Scout a chance in small scale. It would open a possibility to perfom coordinated strike supported with punts/staggers/morals. Currently, it can't go through guard/healing mitigation.darude83 wrote: ↑Tue Apr 10, 2018 9:46 am I do agree with you, that Scout SW has to pose a threat, i just disagree that a 50% crit increase is the right way to achieve that. I assume a significant percentage of the playerbase would not feel comfortable with it. A significant sustained dmg buff, with FA cast time of 2s, elimination of the AP issues, 1s AA etc would pose some threat, since FTW is still there to get kills.
Would it make the build desirable in smallscale grp? No it wouldn't, that lies in the nature of the current meta, and the total lack of utility in the Scout mastery. Would your solution fix that? The melee train engages, and then it's a short RNG game to determine who wins? Would we see the end of 2h tanks, because HTL becomes mandatory? How do you see the Scout SW with your proposed changes in a 6-man?
Imo Scout will never be great in grp, unless the dmg becomes so broken, that it would be worth it. Which also would destroy random pug zerging around a keep for example. But with one very desirable build, and one ok build SW is not in a bad place. How many classes with three viable talent trees for smallscale are there?
Scout doesn't have to be great in smallscale, it just should be better than it is now, for people who enjoy that playstyle.
In case of quick focus/target switch/moral dump you have quite short amount of time to apply your burst. Actually in a matter of seconds. Of course, you should not kill a target instantly but you must nuke it to the health of hard comeback so It would have to flee/double pot or perfectly die in the next seconds from your sustained damage (Skirmish perfectly) and mostly damage from your allied dps. It's hard to perform with other casters because they have to predot/etc.
I must agree that it's not a perfect strategy and it doesn't work every time. But still, it gives a chance if your teamplay is on a high level. And I've seen people winning perfoming that.
And again the change to the sustained damage will just repeat the fate of Skirmish oriented builds. If your damage is always on the same fluff level, coordinated strikes won't help it. It's just my experience of small scale premade fights.