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Re: [SW] Scout Tactics
Posted: Sat Dec 16, 2017 7:12 am
by anarchypark
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.
Re: [SW] Scout Tactics
Posted: Sat Dec 16, 2017 11:30 am
by dansari
To clarify, I don't want Scout to become a 1 shot pony like sorc/BW.
Re: [SW] Scout Tactics
Posted: Sat Dec 16, 2017 11:36 am
by lefze
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.
Re: [SW] Scout Tactics
Posted: Sat Dec 16, 2017 9:13 pm
by Skalier
Off-topic and derailing. Next warning will result in your removal from the BDF.
Re: [SW] Scout Tactics
Posted: Sat Dec 16, 2017 11:21 pm
by dansari
That's great and all but not really what this proposal is about.
Re: [SW] Scout Tactics
Posted: Sun Dec 17, 2017 1:55 am
by anarchypark
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.
Re: [SW] Scout Tactics
Posted: Sun Dec 17, 2017 3:01 am
by dansari
anarchypark wrote:
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
Re: [SW] Scout Tactics
Posted: Sun Dec 17, 2017 8:18 am
by daniilpb
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.
Re: [SW] Scout Tactics
Posted: Sun Dec 17, 2017 11:28 am
by anarchypark
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
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.
Re: [SW] Scout Tactics
Posted: Sun Dec 17, 2017 11:39 am
by lefze
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
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?