Rapzel wrote:Tesq wrote:fest arrow crit do like 2k damge both on tank and on your dps, is damnit crazy,
the thing is , if the skill would make different damage based on who you are hit that would be resonable, but the skill actually is 10 sec CD moral pure damage reduced only by tough (as 100-200 dps reduction from tough would counter well 2k damage) , have it on block/dodge make even more harder counter it.
And there is no way change that client side (best would have been nerf that to 25%) unless totale remove that tactic from the game.
Yea, imagine if there was any way to interrupt 3 sec long casts or LoS existed.... Oh wait.
It's the ONLY way a SW can do damage to a tank, SW has two abilities that's not affected by armor, Flame Arrow and Festering Arrow,
the only other class that would be able to kill a heavy armor carrier would be a BW and thus we would get more "NERF BW" crying.
"But engi", yes engi's can do damage to armored targets, but they mainly do corporeal AoE damage through their grenades,
the other abilities are physical and has issues finishing a tank off (Guess why they have Piercing Shot while Magus has Glean Magic?).
The SW is mainly a single target nuker, a scout specced SW has 5 (five) AoE's and out of these 3 (three) of them are Morales.
(Hail of Doom, Explosive Shots, Rain of Steel, Flame arrow, Lileath's Arrow)
Removing the ONLY nuke the class has would make it about as useful as a wet paperbag,
and that's why SH is currently in a bad state because they lack a "real" single target nuke.
The god damn game is balanced around Rank 40, not what's happening in tier 2.
No one is able to tear through a tank in that way, and no one mean no one and also no one should be able to do such things;
the worst is that you get more damage not when they attack you but when they attack your guard, cos you usually have some damage reduction buff or absorb but when they hit your guard you both take umitigable damage.
If skills make totaly worthless invest anything in a class what such class exit for?
Fest arrow it's just bad no matter how you put it.
100% ingore something it start as OP and then became
broken, the more the damage start scaling.
The only reason why i took only 1.5k from crit fest arrow on my tank was due to oppression+ hardly concession + TB.
If you start considering how many things i invested to reduces this damage you should easily understand how much is broken---> 60 renow point and weren't enough to keet this type fo damage low if you didn't get it.
There is also more lets' say 2 sw pop from behind and use 2 fest arrow on 1 dok
let's say 1 crit and 1 non crit hit, they are like 3k+ damage----> my dok have 3.4k hp more or less so it's much probable i get one ista shoot downwithout being able to do nothing. (and they still haven't use rkd)
Dok/tank should be def classes they should not possibly going down by 2 hits or take unmitgable damages from a rdps there are alredy we/wh that ingore armor and they need to do that in melee and from behind, things were designed this way, if such skill in game exist it just make useless any sense of rvr archtype/configuration or balance.
This is something only morals should be able to do.
Even add that it's a 3 sec cast time it' not a valid argument cos the burst component of this skill make it broken as you dont exept so many damage pop from nothing in that way and healer have not the time to heal.
Melee train could win the day cos they keep pressure on you and you can't stay there cast but tell that something that crit 2k on a tank with no effort is "normal" dosen't exist in my vocabulry. You just want to pretend fest arrow is right cos it balance the other **** around in game.