what63 wrote: Wed Sep 25, 2024 7:33 am
Swift Strikes was okay enough at one point indeed for the movementspeed. Until shadowstep, which in combination with whirling pin was more than enough. That being said, currently the channel gets both 25% crit chance and 50% crit damage from Merciless Soldier unless the "bugfix" was reverted. May still not be better than AAs, all I will say is that it most certainly deals more damage now. Draw Blood also gained both benefits when I tested.
Swift Strikes was good for its utility, which you yourself say until Shadowstep which in combination with whilring pin was more than enough. Well, the shadowstep you say is such a saving grace is the single clunkiest feelsbad ability in the entire game in its current form. It has been nerfed to be slower now, which indirectly nerfed it in 3 ways. You cannot use it as a gap closer anymore, because people walk away from it and you get hit and die during it. It is so slow that when you appear at your target, you apply a mini stun to yourself that yet again lets them walk away from you, which defeats the purpose of a gap closer & also wastes an EXTRA GCD ontop of the GCD you just used pressing shadowstep itself. It is now only usable in POINT Blank melee range for the defensive buff, which also was nerfed from 25% Defensives + 25% Auto attack speed, to just 15% defensives.
As for Swift Strikes, it was good because of its movement speed. Which is also now gone, so shadowstep u cant chase with anymore, swift strikes you cant chase with anymore. You say it deals more damage, it does. But nowhere CLOSE to just spamming Grim slash + auto attacks would get you not to mention the very expensive AP cost of using it only to deal less damage. Draw blood deals good damage but thats it.
Anyways, you're still neglecting to account for the ranged kit
I am not neglecting the ranged kit at all, however the ranged kit for ASW doesnt give ASW much to work with. You keep saying SW is a hybrid class, which by design it should be. But by practicality has never been, not in live, not in this server, not in any balance patch. Not ever. If you spread yourself out too much you accomplish nothing as SW, you need to specialize.
And it was in fact my very first character on live, allthough being a wee teenager at the time the results were so-so :^)
On live, shadow warrior was quite literally the worst class in the entire game hands down no doubt about it, its not even argued its universally agreed that it was so **** wank. The hybrid class didnt matter at all back then
ASW functioned very, very well from the second the initial buffs went live,
It did, ASW was very good after its buffed. But since then, all the buffs have been removed and its actually been just as weak as before the buffs.
You seem to be stuck in a mindset that all you should do as assault, is to ensure that you get to a target, and stick to that target, and if it doesn't die while you are in melee, it's GG.
In no way shape or form am I stuck in the mindset that you should sit in melee, every fight is opened in Skirmish for every ASW to gain an early upperhand. But all your damage is realistically tied into your ASW Stance. UNLESS Youre fighting tanks/choppas which are very easy to kite, but then ASW Is a hard counter to choppas. So the point is null for skirmish there since ASW carries that matchup. The ranged matchups where its supposed to help, it cant do enough to actually be impactful, and you as an ASW cant reach the target or stay on the target due to no MS Buff or root/slow breaks. So you never get out any significant damage before you die. Burst is king in this game, and always has been.
The fact that the ranged kit is capable of far higher damage than it was for years and years isn't a detriment to this playstyle either.
The ability to deal damage matters not if all the damage you deal is padded damage, youre not killing anyone or anything unless you have applicable burst in the current state of the game.
ASW also lacks neither a slow break nor AoE detaunt. Detaunt tactic is perfectly affordable when needed. If you min-max purely for damage, of course you will do only damage. Taking detaunt is a marginal loss in damage
In an absolute best case scenario, going for aoe detaunt tactic. Youre losing 15% of your overall damage in the entirety of your kit, only to use a tactic slot that other classes dont have to. You like to mention that SW is a hybrid class, well DPS DOK Gets AOE Detaunt baked into one of their mandatory tactics, and they are by no means less of a hybrid class. Theyre damage dealers AND healers who can repeatedly heal themselves to max hp. Its an actual hybrid class to SW, it does more than one job, yet doesnt need to suffer the same fate of the taunt.
So why should the melee kit be tooled in a way where these tools take a backseat, as opposed to ensuring you actually use your entire kit?
The entire kit in this case being 3 usable GCD's at the cost of swapping your stance and losing out on all your defensive stats, only to gain no extra offensive stats during the stance. So you had 5 Abilities prior in ASW, now you have 3 extra at the cost of a 5 second CD stance swap. Congratulations, youre now up to 8 abilities that serve a purpose. Still a far cry from any other class if youre specced into ASW. (These 3 being Takedown, acid arrow & broadhead arrow
Magus, Sorc, ranged squig and especially 2h chosen are barely inconveniences in a group setting
This is probably the single most absurd thing ive ever read in my life, Sorc is quite literally THE class that can instantly remove someone from a 6v6 group setting if they are not properly dealt with.
Skirmish is very much capable of engaging in the latter in the context of an actual, capable 6 man. There are so many aspects to this game, just looking at any one of them in a vacumm will get us absolutely nowhere. And the skirmish kit most certainly is competitive in any setting where consistent damage with great mobility and survivability is an objective.
Problem is, in no competitive setting is mobility and survivability the true objective. The ONE Good thing Skirmish brings to a fight, is shadow sting. Which every other spec gets with ease anyways. They provide no actual burst damage in comparison to ASW or Scout. And in this day and age, burst damage is the thing that matters. Padded damage does not mean anything, consistent damage is laughable outside of Warbands. Even then its questionable