Re: [Shadow Warrior] - Ranged Proposal
Posted: Sun Apr 19, 2020 1:03 am
Oh yeah I think our armor debuff should be higher or on a shorter cast time. Obviously not both.
Warhammer Online
https://returnofreckoning.com/forum/
The main trouble with scout is it is a stand still stance in a mobile game in either Assault of skrim you can keep up with the pushes and restreats easily. In scout you find yourself maybe attacking a few times before your having to move up or back reseting whenever progres you were making vs w/e target you were engaging. To me if i wanted to go that road Rifle engie is just so much more superior imo.Arthem wrote: ↑Sun Apr 19, 2020 12:53 amScout is for range bursting, assault is for surviving against melee or range squig, skirmish is for kiting.Darks63 wrote: ↑Sat Apr 18, 2020 7:52 pmThe whole issue with SW stance dancing is that it doesn't really synergize well like mara stance dancing. For maras every stance has a use for a given situation. With SW i cant think of much of a use for scout since all the most useful/situational tools are mostly in skrim and assault.Manatikik wrote: ↑Fri Apr 17, 2020 8:26 pm
Swapping to Scout only locks you out of Skirmish for 1 GCD which you can use to (re)apply BHA/SS/Takedown or add on with a Flame Arrow; most people are just bad with managing their stance dancing and thats why they think the mechanic is worse than it actually is.
So you basically came off like a jerk here and a lot of your thoughts are really just opinions. It's okay to have said opinions, but you really need to cool it with the attitude.Manatikik wrote: ↑Tue Apr 14, 2020 10:32 pm I guess i'll just go through these 1 by 1 and kinda tell you why you're wrong.
Powerful Draw - No.. There is no reason to just buff a third of the skills by 50% range AND give a 25% bonus armor pen to your bread and butter skill.
Split Arrows - this tactic is awful and any rank 40 SW that takes it should feel ashamed. This is for leveling toons and what not. You want to double dip in making SFA better into AoE which is just dumb.
Smoldering Arrow - Pretty useless tactic, the idea behind giving FA more oomf is fine but not in conjunction with your later points
Scout Stance - Initiative is a super valuable stat and removing it for WS is just silly since realistically in a proper scout rotation FA is your main source of damage AND you can already stack WS harder than most classes due to what is essentially an added 360 BS with Scout + Tactics. The only change to Scout Stance that is needed is to readdress the range of Flame Arrow to mirror Exlpodin' Arrer at 100 ft range (which is logical for Scout) and potentially look at a change to BHA/SS to 100 or 85 ft base in Scout , though this one is controversial and more impactful.
Skirmish - Wow what an overpowered thought process... No, you shouldnt just get a free 50% range increase.
Rain of Steel - It is bad but so are a lot of morale 4's. There is no need to try and mirror Lots of Shootin' from SH especially when Order revolves heavily around M2 drops.
Hail of Doom - HoD is meh but its a fine Baseline for pRDPS; increasing its range has huge implications on Fort defenses.
Steady Aim/Hunter's Fervor - Steady Aim is traditionally a waste of AP now that Festerbomb's aren't a thing - but it synergizes extremely well with Expertise in letting you Festerbomb/EE spam very well. Hunter's fervor definitely affects you but it works that it increases the interval rate of your ap regen not the regen number (so you have to not use skill for it to actually increase your ap regen). Why would you ever take 25% crit over 25% damage one a class without a crit damage multiplier (in ranged)? This alone is just ridiculous. And in organized play you increasing Crit for a group just doesn't cut it anymore; on Live it worked because of the multiple crit stacking and you still had Outrider Patrol to add to a morale bomb.
Acid Arrow - it should not be castable on the move or in Skirmish. Ranged SW is all about Stance Dancing not choosing a Stance and sitting in it. The only issue with Acid Arrow is that the armor value is too low of a base.
WP - giving it a snare break component is crazy... WP is for positioning not a get out of jail free card. The delay could be reduced but thats the only tweak it needs right now after the huge buff it got a couple years ago.
Flame Arrow - Yikes... Terrible idea. You want a ranged, aoe, no cd, attack that bypasses defenses?
Eagle Eye - The only buff eagle eye needs is the over due pms modifier that all sw/sh need to compensate for the UF removal inb 2017.
These are some awful ideas man. You should really re-examine how you approach SW and it might increase your success rate already without any changes being made.
I like your proposed changes to morales. Basic m4 being stronger than all speccable m4s is just not rightsaupreusse wrote: ↑Sat May 09, 2020 2:51 pm So as promised I have updated the Main post. I removed some of the stuff that has been fixed already (like flight times) and took a lot of your feedback into account. I also tried not to forget Ranged squig this time. I tried to keep it a lot simpler this time without going too crazy with ideas. Id like to see small changes at first now that already may or may not have a big impact on the viability of the ranged specs.![]()
Yer Bleeding combined with Shootin wiff da wind and gas squig gives you max range on a skill from Quick Shootin' tree. If you're using Big Shootin' over QS that's your choice. If the proposed change passes my question is: will the range on all QS skills be further extended?Scout Stance/Gas Squig - Set the Range of Yer Bleeding/Broadhead Arrow and Shadow Sting/Rotten Arrer to 100ft when you are in Scout stance or have a Gas Squig active. It's completely annoying that I can't use these two very important abilities on my full range when i am scout SW or Big Shooting SH.
Removing this tactic would seriously gimp my playstyle. I'd like to have a choice between going aoe and single target and there are a lot of moments when using aoe is not a good choice on rSH...Split Arrows/Splintering Arrers - Remove the damage penalty to give it more AOE dmg. As it stands, SFAs and RnSs tooltip values are already not great, further reducing its dmg output and pressure makes no sense at all, and renders the tactic completely useless. I would rather see a max players hit cap being installed.
Using steady aim (cooldown increase) with fester bomb build (cooldown decrease in short range) made this skill useful for added crit chance. Same as VoN and HF. I'd leave those as they are, it's a build thing.Steady Aim /Hunters Fervor - Steady Aim is a bad ability - period. Hunters Fervor isn't bad in itself, but is it worth disrupting your dmg spam and wasting a global cooldown on a 20% ap increase? I think not. So my suggestion is to remove both abilities all together and incorporate their effects in VoN:
Make VoN increase your crit chance by 15% on all bow abilities on top of the +25% dmg bonus it already has, and increase your party members AP regen by 20% for its duration. Toss the buildup time penalty of steady aim in the trash completely (bye bye). I would also suggest to increase your party members chance to crit by 7% (in the comments it was suggested to increase this value to 7% to bring it back on par with the old leading shots tactic) while VoN is active. This may sound like a huge buff but let me explain the idea behind it: SW used to have leading shots tactic which increased your party members chance to crit by 15% whenever you critically hit. The Tactic was nerfed hard down to 8%. With my proposed changes to VoN, Steady Aim, and Hunters fervor, RSW will give the party a big buff and awesome pushing utility and increase its own dmg pressure all in one global cooldown instead of wasting 3 global cooldowns on 3 different abilities of which 2 are lackluster on its own. It's an attempt to cache the nerf of leading shots.
I'd say either cast on the move or flat percentage value. Having both seem a little OP to me.Acid Arrow/What Blocka - Make it castable on the move for both SH and SW and change its really mediocre armor debuff value to a flat 35% armor debuff.
You have forgotten about squig herdasFill the now empty 13pt slot with a new ability That works similar to ASW's shadow step just the other way round: You merge with the shadows and appear on your friendly target in the blink of an eye. 20 sec cooldown, 65ft range. I always though Shadow Warrior should have more shadowy abilities and this one could make SW a really annoying trickster/kiter.