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[Review] [SW] Scout Tactics

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Tesq
Posts: 5713

Re: [SW] Scout Tactics

Post#41 » Tue Dec 12, 2017 7:27 pm

dansari wrote:
Tesq wrote:you will always start your rotation closer because

1-you need it for some dots
2-you want some compensation for when the enemy kite/run away so you can still finish it; max distance is called max for a reason, you dont START your rotation at max distance; you END your rotation at max distance
I feel like we're derailing, but one final point -- sure, *or* you get pushed in/mara pulled/m1 rooted because you're 65ft from a destro melee train, i.e. disrupting a Scout rotation and rendering them useless. You can kill pugs with any build; we're talking about making a build viable against good players.
65* feets + client compensation(few feet, maybe 5 where the skill work even if it say out of range and button number is red) + one GCD(1.1 sec) to move back from a destru melee train after pre dot and then start main rotaton when you can also glass arrow for lower mara pull mara M1 and mara/we rkd range + tanks st or aoe snares/punt/pressure is enough imo.
We could debate how much distance you can do in 1.1 sec and im sure it will be ideal anyway to be in that min 65-X-100 max feets range where you wanna be to have some compensation to not let the enemy exit anyway from your range (so again you will never stay 100 feets max distance when you cant cast on the move and you have a medium of 2+ sec cast time )

-if min/max range is a problem then the proposal should had revolved around that this have nothing to do with min range
-If between an increase to scout dps whenever it may be over an x ammount of seconds (imo standard is 10 ) and an all out build which revolve around insane burst over 3-4 sec+ then basically stop dps for x sec + then repeat i pick the first, it's more fair, counter-able, less cheese imo.
Last edited by Tesq on Wed Dec 13, 2017 2:02 am, edited 3 times in total.
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lefze
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Re: [SW] Scout Tactics

Post#42 » Tue Dec 12, 2017 9:37 pm

Tesq wrote:
dansari wrote:
Tesq wrote:you will always start your rotation closer because

1-you need it for some dots
2-you want some compensation for when the enemy kite/run away so you can still finish it; max distance is called max for a reason, you dont START your rotation at max distance; you END your rotation at max distance
I feel like we're derailing, but one final point -- sure, *or* you get pushed in/mara pulled/m1 rooted because you're 65ft from a destro melee train, i.e. disrupting a Scout rotation and rendering them useless. You can kill pugs with any build; we're talking about making a build viable against good players.
65* feets + client compensation(few feet, maybe 5 where the skill work even if it say out of range and button number is red) + one GCD(1.1 sec) to move back from a destru melee train after pre dot and then start main rotaton when you can also glass arrow for lower mara pull and mara/we rkd + tanks st or aoe snares/punt/pressure is enough imo.
We could debate how much distance you can do in 1.1 sec and im sure it will be ideal anyway to be in that min 65-X-100 max feets range where you wanna be to have some compensation to not let the enemy exit anyway from your range (so again you will never stay 100 feets max distance when you cant cast on the move and you have a medium of 2+ sec cast time )

-if min/max range is a problem then the proposal should had revolved around that this have nothing to do with min range
-If between an increase to scout dps whenever it may be over an x ammount of seconds (imo standard is 10 ) and an all out build which revolve around insane burst over 3-4 sec+ then basically stop dps for x sec + then repeat i pick the first, it's more fair, counter-able, less cheese imo.
Do you actually have a SW? At this point the gameplay theories are starting to look more and more like random optimalistic dreams you pull out of your ass. In a purely 1v1 situation, this will work. IF said melees don't use charge, don't use snarebreaker, stand still for a shitload of time while you try to channel your 3 second cast. And then theres scenarios with guard involved for example, after that 10+ second rotation including dots and some retarded kiting only to try to get off your actual rotation you have barely dented the guy, and he's standing on your head. What do you do? No chance at killing, starting the rotation all over again is not gonna happen, so you die and respec either assault to deal with being caught, or skirmish to avoid being caught.

It all boils down to the fact that trying to make scout play like either of those specs is stupid, as they do everything scout can do better, at this point at any rate. Make scout fill its own space, one which SW lacks aka ranged burst. And I say it again, making fester a reliably useable skill is all that's needed at this point, just realize that a 2 second cast if anything is too long of a cast time. Now the damage is high and all, but the total burst of scout can BARELY kill a squishy target right now. Increase the cooldown by 5 or even 10 seconds, and it's still gonna make the spec a hundred times more playable than it is right now.

As for burst being bad, most other classes can drop a player before SW can even finish+land a fester. It's litterally pointless trying to play scout as it is now. And again, trying to make scout another "dps" spec is just stupid, it doesn't have the kit to pull it off in the slightest so let us contribute to kills at least.
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Penril
Posts: 4441

Re: [SW] Scout Tactics

Post#43 » Tue Dec 12, 2017 10:08 pm

He has a lvl 15 one.

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lefze
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Re: [SW] Scout Tactics

Post#44 » Tue Dec 12, 2017 11:45 pm

Spoiler:
Penril wrote:He has a lvl 15 one.
This.....
This what? Read bdf rules.
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Tesq
Posts: 5713

Re: [SW] Scout Tactics

Post#45 » Wed Dec 13, 2017 12:36 am

Spoiler:
from when have a rr 40 toons is required to post in a balance topic, it's only required to made a proposal and not to anwser to other proposal unelss of course allow ppl to freely buff their own class without let other debunk em

some of you are asking buff to SW mastery with multiple change some which increase the burst as op wrote (he want a 3-4 sec burst) I own i sw here , i had a sw and a wh in live (both rr 40), same name as here i do have basics knowledge, i also have 3 order toons rr40 plus multiple other destru char rr50+.

Got a problem with that? make change balance discussion rules because as it stand now nothing prevent me /anyone to asnwer in this thread

Plus best part im not making obstructionis here i DO agree with guerrilla tactic being lackluster, you desagree with me on the way fix it? present your argument in logical way, dev will then decide after 2 week, point... You feel my argument are out of mark ? dont bother debunk me ,cuz if you do i will anwer too to your quote, if it's like that dev wont follow it, no need to make personal call on who own waht....

i have to add tbh those lezle post should get moderated......and not going around tell other ppl toons when is not relevant at all for the rules.....
Last edited by Tesq on Wed Dec 13, 2017 1:07 am, edited 1 time in total.
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Penril
Posts: 4441

Re: [SW] Scout Tactics

Post#46 » Wed Dec 13, 2017 1:07 am

Correct. Nothing prevents tesq from posting here. Still i believe it is important to know if people have played the classes. Even if you were the best rr100 ever, RoR is a very different game from live and SW is the class that has probably the most changes.

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footpatrol2
Posts: 1093

Re: [SW] Scout Tactics

Post#47 » Wed Dec 13, 2017 1:45 am

So... here's the deal with ap reduction tactic or ap feed tactic's, this applies to all of them in the game, you can make super mean ap drain group(s) in this game. I specifically run one. I'll run 8+ shaman's in a warband group comp or at minimum 2 shaman's per group comp for smaller scale engagements. I skew super hard to try to tip over the table. Currently, You weren't using dat m3 ap steal portion is not working but trust me when it is working I'll be using that quite a bit to destroy the opposition's available ap. I want to starve the opposition of it's ap.

The ap reduction/ap feed tactic's are in response to a heavy ap drain meta.

I'll shut down one of your dps through ap draining it in small scale and en masse ap drain at large scale. This is just one example out of many ap drain type groups. Order can do the same if not better. You can mitigate this if you have guerrilla training tactic slotted and pray your healer's are on top of your cleansing. You can slot in additional ap feed tactic's if you know your going to have to face something like this.

The ap reduction tactic's is to deal with a meta that is heavily tilted on ap drains. I run that kind of meta. Now if you don't value guerilla training as a good choice to spec into then maybe guerrilla training should be baseline and Smoldering Arrows should be in the spec tree. I don't think the purpose of guerrilla training tactic is bad. If you don't deal with a heavy ap drain meta then you won't see the value of these tactic's and you won't have to spec into it.

Also consider it a boon that the 13 point tactic is in a spec tree as opposed to baseline. Would you rather have Smoldering Arrow's be speccable as opposed to baseline? If you don't deal with a heavy ap drain meta (which is likely most) then you don't have to spec into it. If you do, you might want to consider the option.

Changing guerrilla training tactic is losing a tool on how do deal with a heavy ap drain environment/meta. What your feeling now will get worse when You weren't using dat m3 ap steal portion is correctly working.

Are you willing to lose a tool for this kind of change? I'm just showing the cost here.
I see value in clever Shootin' which is the destro equivalent. If the opposition starts running heavy ap drain groups against me I know how to respond.
Last edited by footpatrol2 on Wed Dec 13, 2017 3:28 am, edited 1 time in total.

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Telen
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Re: [SW] Scout Tactics

Post#48 » Wed Dec 13, 2017 3:28 am

With how much defence seems to have gone up an undefendable festering arrow seems like a huge advantage.
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dansari
Posts: 2524

Re: [SW] Scout Tactics

Post#49 » Wed Dec 13, 2017 5:22 am

Chop, that just shows that AP drains are overperforming (which most everyone agrees they are), not that Guerilla Training can be useful.
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footpatrol2
Posts: 1093

Re: [SW] Scout Tactics

Post#50 » Wed Dec 13, 2017 5:34 am

No it doesn't. There is a system here in place that that accounts for several different meta's that haven't been realized BECAUSE player's are not skewing. There is a mountain of stuff that has lost it's meaning partly because RoR is not fully restoring the game and partly because player's haven't skewed like I do. There is counter meta stuff built all over the place in this game that player's don't value because they don't have to deal with skewing.

Btw this is not chop it is gharguk.

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