Grock wrote: ↑Mon May 02, 2022 8:15 am
Somehow i dont feel like an ability that hits like this needs a 33% baseline reduction to its cast time

(which will also result in No Quarter further reducing the remaining casttime
by half)

Its likely the heaviest hitting ability in the entire game. With resist ignore it hits harder than BoC and Fireballs/Doombolts (Snipe isn't even close since its damage was nerfed a while ago and it goes against armor anyway).
Eye Shot being castable on the move is a bold suggestion considering SH's counterpart, which
is castable on the move, has a shorter range, shorter KD duration, lacks Initiative debuff and doesn't have CD reduction mechanic

I definitely don't think this game needs more castable-on-the-move ranged CC abilities on ranged classes, kiting is already a bit too strong, sorry.
Counterstrike having 5s CD would mean you'll have an interrupt ability that has a shorter CD than cast time of Resurrect

Which has rather game-breaking implications in 6v6 play and probably even beyond that
Definitely "No" to that, even 10s wouldn't be appropriate coz it'll be 5s with WW.
Shadow Sting and SH counterparts are already strong (or OP

) enough being a ranged heal debuff with no cooldown
Sweeping Strike probably just needs to lose its cooldown and serve as spammable melee AoE, since im pretty sure the experiment with making Skirmish a WB spec has failed, correct me if im wrong...
1. In a normal Festershima build, with BiS gear, the Festering Arrow is part of the S tiers hardest hitting ability of the game. On par with Doombolt (Sorc), Fireball (BW), and Bolt of Change (Magus). For all of these abilities I have been hit, and I have hit beyond the 3k mark.
Now let's compare what is comparable because it's important to tell the full story:
- SW: 3K+ undefendable Festering Arrow need: Top Sout tree + 1 skill point in FA + Enchanted Arrow Tactic + No Quarter Tactic + Steady Aim buff on + VoN buff on (10s window each 30s, undefendable only apply during this timeframe) + Critical Hit. || FA is 2s cast, 5 sec cooldown, 37.5 AP
- BW: 3K+ undefendable Fireball you need: Top Incineration tree + Full combustion + Burn Trough tactic + Critical Hit || 3s cast (or instant on disrupt with Flashfire), no CD, 30 AP, chance to lose 750 HP
Then,
- if I want to chain FA on the SW: +group play with Swordmaster + Winspering wind skill point (14 Hoeth) + Whispering Wind buff on (10s every 20s)
- If I want to chain Fireball on the BW: just do it.
Also:
Steady Aim buff increase AP cost (hence FA go from 30 to 37.5). Then the other skills, mainly Eagle Eye goes to 50 AP, Fell the weak ~43.8 ==> you run quickly out of AP. And most of the time you run out of it. You have options, like sloting "replenishing strikes" tactic (+40AP on crit, with internal CD), but then you have choices to make like having bulls'eye or not, etc.
- When a SW run out of AP: Hunter Fervor -> spend 25AP to receive +9 AP/s during 9s. And again, this is from a BiS RR80+ SW
- When BW needs AP: use Burn Out (+160 AP, lose 40 combustion) -> chain with Nova (+40 combustion, you're back on 100% combustion + damage dealt ~1300).
This is why I am insisting on Quality of Life. I am fine that BW/Sorc do most of the time better DPS/burst damage than SW. But during the VoN window, and with the support of a Swordmaster/WW, the SW would normally do better than any other DPS (10s hero). Otherwise, what's the point of Scout?
2. Eye Shot, arguable, I agree. I wouldn't mind going from 3s to 2s. Castable on the move is more important
3. Counterstrike. It's a good argument. But also, it is unlikely that a Destro group would let the SW chain interrupt Rez. Punt, Stun, you name it. And also, the counterpart is Insta Rez (Dat make me dizzy). Furthermore chaining Counterstrike is not the most efficient damage wise, but it is a tactical choice indeed, to use it or not.
4. Shadow Sting is the reason why SW is a viable alternative in group/wb. The problem is that the 65 feet harms Scout gameplay. When I play SH, I observe there this a slight advantage because of Gaz Squig's range buff + No arrow restriction on stances + and parallel DPS from both SH and Squig. To be discussed
5. Here I disagree. SW doesn't need another spammable AoE ability. Skirmish is perfectly crafted for that (except for the dangerous range). Assault stance design must be oriented toward a mix of deadly swift strikes and evades (Think like a Striking Scorpion in Warhammer 40k). And, to be part of the leading charge, a defensive group buff fits nicely, in my humble opinion.