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[Review] [SW] Scout Tactics

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anarchypark
Posts: 2085

Re: [SW] Scout Tactics

Post#101 » Sat Dec 16, 2017 7:12 am

b4 engie/magus buff Scout had the longest range.
siege was comfort zone for Scout. long range stationery dps made enemy rdps run off. it was huge advantage in siege.

after engie/magus buff Scout lost title of stationery rdps.
Guerrilla Training had usage in stationery rotation. none stop spam. now Scout can't stand still long enough thus GT has little use.

but i'm against OP's solutions.
killing target alone as 1 stance is not the trait of SW imo.
reduced cast time may be exploited as 2FA spam in mid range.
long range safety + stationery dps are what Scout need.

My suggestion is GT gives more range bonus to scout skills to compete engie/magus.
not only for siege, it'll help in small scale too.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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dansari
Posts: 2524

Re: [SW] Scout Tactics

Post#102 » Sat Dec 16, 2017 11:30 am

To clarify, I don't want Scout to become a 1 shot pony like sorc/BW.
Spoiler:
And I don't think that GT proposal is good. It creates an imbalance of possible ranged fighting between the realms. Plus, I don't think it's worth it, unless it's something like extending FA into 150ft, which in turn would be incredibly OP.
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lefze
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Posts: 863

Re: [SW] Scout Tactics

Post#103 » Sat Dec 16, 2017 11:36 am

anarchypark wrote:b4 engie/magus buff Scout had the longest range.
siege was comfort zone for Scout. long range stationery dps made enemy rdps run off. it was huge advantage in siege.

after engie/magus buff Scout lost title of stationery rdps.
Guerrilla Training had usage in stationery rotation. none stop spam. now Scout can't stand still long enough thus GT has little use.

but i'm against OP's solutions.
killing target alone as 1 stance is not the trait of SW imo.
reduced cast time may be exploited as 2FA spam in mid range.
long range safety + stationery dps are what Scout need.

My suggestion is GT gives more range bonus to scout skills to compete engie/magus.
not only for siege, it'll help in small scale too.
A range buff is a good idea, this would also enable the spec, but would probably make it way obnoxious to play against, depending on how big of a range boost you would want.

And what exactly is 2fa spam? If you mean WW+M2, it has already been discussed, and solutions have been suggested.
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Skalier
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Posts: 100

Re: [SW] Scout Tactics

Post#104 » Sat Dec 16, 2017 9:13 pm

Spoiler:
Acid Arrow + Glass Arrow + Rapid Fire + Fell The Weak it's good combo but doing little too small damages.
Probably because I had to shoot in tanks and guarded mdps because only they were in range (finished 9 pugs!)

Maybe Scout Stance should increases range of bow attacks by 50%. For sure it could have been helpful in defending the castle. Now the skill itself offers the least of all stances and needs to be improved even more.


I did not use FA at all.
Off-topic and derailing. Next warning will result in your removal from the BDF.
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dansari
Posts: 2524

Re: [SW] Scout Tactics

Post#105 » Sat Dec 16, 2017 11:21 pm

That's great and all but not really what this proposal is about.
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anarchypark
Posts: 2085

Re: [SW] Scout Tactics

Post#106 » Sun Dec 17, 2017 1:55 am

lefze wrote:
Spoiler:
A range buff is a good idea, this would also enable the spec, but would probably make it way obnoxious to play against, depending on how big of a range boost you would want.

And what exactly is 2fa spam? If you mean WW+M2, it has already been discussed, and solutions have been suggested.
if Festering Arrow's cast time reduced to 2sec, you can spam it between every instant arrows. Flaming Arrow is one of them. both benefit from EA. it should remain as long range rotation imo. 2sec cast may combine with skirmish range skills and causing too OP? just theorycrafting.
and bonus range in GT don't need to be big or same as engie/magus. compensate loss of rkd would be enough.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

dansari
Posts: 2524

Re: [SW] Scout Tactics

Post#107 » Sun Dec 17, 2017 3:01 am

anarchypark wrote:
lefze wrote:
Spoiler:
A range buff is a good idea, this would also enable the spec, but would probably make it way obnoxious to play against, depending on how big of a range boost you would want.

And what exactly is 2fa spam? If you mean WW+M2, it has already been discussed, and solutions have been suggested.
if Festering Arrow's cast time reduced to 2sec, you can spam it between every instant arrows. Flaming Arrow is one of them. both benefit from EA. it should remain as long range rotation imo. 2sec cast may combine with skirmish range skills and causing too OP? just theorycrafting.
and bonus range in GT don't need to be big or same as engie/magus. compensate loss of rkd would be enough.
It has a 5s cooldown, so no, you wouldn't be able to spam it outside of fringe whispering winds scenarios. Flame Arrow also has a lower range than Fester, and deals kinda garbage damage anyway. It's not a *great* part of your burst. It's kind of a filler, imo
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daniilpb
Posts: 591

Re: [SW] Scout Tactics

Post#108 » Sun Dec 17, 2017 8:18 am

Want FA not to be spammable but viable at the same time?
Fix other skills: Eagle Eye - useless ap drainer, Flame arrow - complete garbage, Rapid Fire - meh channeling, Acid arrow - no sense applying it if you have WL/IB in the group, their debuffs have better values, instant cast. Throat Shot - very situational. Only FtW and Glass arrow are okay.
The problem of one trick FA is that it's the only precious skill of the tree.
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anarchypark
Posts: 2085

Re: [SW] Scout Tactics

Post#109 » Sun Dec 17, 2017 11:28 am

dansari wrote: It has a 5s cooldown, so no, you wouldn't be able to spam it outside of fringe whispering winds scenarios. Flame Arrow also has a lower range than Fester, and deals kinda garbage damage anyway. It's not a *great* part of your burst. It's kind of a filler, imo
yes spam was bad choice of word. less interval maybe?
2sec FA can add 1 more instant filler between 5sec CD.
FA + 1.5 instant for 5sec. double for 10sec. how about for 30sec?
and 1 sec faster to move. if combine with skirmish,
could it be giving fester to skirmish? i think it's possible theory.

Flaming Arrow was good with EA + Smoldering Arrow.
i used it in siege b4 engie/magus buff. with Glass Arrow it made me winner for peek-a-boo game :D

Scout was long range moving sniper who lacks killing power. ( target ran out of range or got close dangerously )
different from stationary snipers. ( could be good match if ranges in game settles somewhere. )
i think Scout should remain that way. damage up may add unbalance in other stance.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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lefze
Suspended
Posts: 863

Re: [SW] Scout Tactics

Post#110 » Sun Dec 17, 2017 11:39 am

anarchypark wrote:
dansari wrote: It has a 5s cooldown, so no, you wouldn't be able to spam it outside of fringe whispering winds scenarios. Flame Arrow also has a lower range than Fester, and deals kinda garbage damage anyway. It's not a *great* part of your burst. It's kind of a filler, imo
yes spam was bad choice of word. less interval maybe?
2sec FA can add 1 more instant filler between 5sec CD.
FA + 1.5 instant for 5sec. double for 10sec. how about for 30sec?
and 1 sec faster to move. if combine with skirmish,
could it be giving fester to skirmish? i think it's possible theory.

Flaming Arrow was good with EA + Smoldering Arrow.
i used it in siege b4 engie/magus buff. with Glass Arrow it made me winner for peek-a-boo game :D

Scout was long range moving sniper who lacks killing power. ( target ran out of range or got close dangerously )
different from stationary snipers. ( could be good match if ranges in game settles somewhere. )
i think Scout should remain that way. damage up may add unbalance in other stance.
All this has been discussed, read the thread. Making fester require both EA and GT makes it unreachable for skirmish. One more eagle eye at the beginning/middle/end of a fester rotation is insignificant, and the overall damage of the spec over 30 sec is also irrelevant. And that one second for movement (In practice that extra second makes it more likely that the target is still in range for the rest of the rotation after fester is cast, so you can start repositioning while throwing out FtW, GS, RF etc.) is the exact thing that makes the buff needed. But anyways, all this is already in the thread, so go read to your hearts content.

As for that last part, why do you want any spec to remain unfunctional? That first line is the big problem the class has, does it make any sense for it to remain in a state where rotations being impossible to get off is the balancing factor?
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