[Review] [SW] Steady Aim
Re: [SW] Steady Aim
It's not like bullseye crit is for free. Costs a tactic slot and have a huge risk attached.
inactive
Ads
Re: [SW] Steady Aim
lol, try having it on a melee class to know what 'a huge risk' means... It's not a 'huge' risk on a backline damage dealer.
Re: [SW] Steady Aim
Yeah, it's very cool to have those ~50% crit rates in your mind but you are missing one thing : defenses. You can get those numbers with full or partly RR crit and bullseye. How many defensive stats will you have then w/o those RR points and bullseye on you? Around 10% dodge/disrupt, 30-50% chance to be critically hit. I thought that we are balancing around serious gameplay where you should always have close 0% chance to be critically hit and as much dodge/disrupt/parry rates as you can get.
Yeah, that's might be very cool to go full glass cannon and kill poor 31 sorcs because with that build you most likely gonna die in the first 5 seconds of marauder's root or right after the Word of pain tick.
Yeah, that's might be very cool to go full glass cannon and kill poor 31 sorcs because with that build you most likely gonna die in the first 5 seconds of marauder's root or right after the Word of pain tick.
Last edited by daniilpb on Sun Nov 05, 2017 6:06 pm, edited 1 time in total.

<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage
Re: [SW] Steady Aim
Actually I don't use it on neither skirm nor assault specc because its not worth it
inactive
- carmine3161
- Posts: 159
Re: [SW] Steady Aim
Why not make steady aim almost identical to Gut Ripper from the marauder? my counter suggestion is to make steady aim guarantee the next single target damaging ability in the next 6s automatically crit. Gut Ripper requires the gift of Savagery so Steady Aim should be restricted to Scout and Skirmish stance or one of them.
Stances
Cooldowns
-For balance reasons Steady Aim should be limited to ranged single target damaging abilities, allowing the ability to be used with Lileath's arrow might be to strong, it would give a huge aoe boost with also little risk.
These are my balanced suggestions, i feel with all the current DOT changes our damage is consistent and annoying. It can be devastating in the right situation but we do lack burst.
Like Saupreusse was saying though some crit multiplier would definitely be a welcomed change to the shadow warriors current poor burst damage in the Skirmish and Scout stance.
Crit Multiplier
EDIT: fixed wall of text, sorry about that.
Stances
Spoiler:
Spoiler:
These are my balanced suggestions, i feel with all the current DOT changes our damage is consistent and annoying. It can be devastating in the right situation but we do lack burst.
Like Saupreusse was saying though some crit multiplier would definitely be a welcomed change to the shadow warriors current poor burst damage in the Skirmish and Scout stance.
Crit Multiplier
Spoiler:
Last edited by carmine3161 on Tue Nov 07, 2017 12:56 pm, edited 1 time in total.
Re: [SW] Steady Aim
Spoiler:
200-300 wounds debuff seems ridiculously high for one guaranteed crit to me... But changing SA into something like next 3 attacks will always critically hit isn't a bad idea. Skirmish can use it for FS + GA and get decent burst and Scout can use it for FA + GA + FtW and get decent burst right there.
<Montague><Capulet>
- carmine3161
- Posts: 159
Re: [SW] Steady Aim
The wounds Debuffs is not for the guaranteed crit, my first suggestion is seperate from the Crit damage multiplier one.Manatikik wrote:
200-300 wounds debuff seems ridiculously high for one guaranteed crit to me... But changing SA into something like next 3 attacks will always critically hit isn't a bad idea. Skirmish can use it for FS + GA and get decent burst and Scout can use it for FA + GA + FtW and get decent burst right there.
Re: [SW] Steady Aim
Three guaranteed crits is a really bad idea, it will be a buff for skirmish, make assault burst go through the roof and still not fix the core issue of scout. So a buff for the stuff that doesn't need it while still leaving scout in a bad place.
Rip Phalanx
Ads
Re: [SW] Steady Aim
I can't understand why 3 crits idea is bad.
Scout tree? Steady Aim -> FA -> double Eagle Eye or FtW -> profit. 3 crits buff should have a logical duration limit because of long casts of the scout tree skills and projectile speed. It also would help with counterplay : SW pops up SA -> stagger/punt/shatter.
Assault tree? I know what you are afraid of @lefze, we've played with you and I want to remind you that when we met an organized enemy group, your BA+SA with armor penetration wasn't "over the roof". WE/WH have the same access to spammable armor ignore skill and it doesn't make them OP. If you want to say that something is OP, you should test it in competitive environment, against proper setup. <400 crits are maximum what you can get with BA+SA on guarded target. And it's no where close to be OP for me. Since melee SW lacks defensive options like aoe-detaunt and snare breakers, you should gain defense through items which logically leads to lower damage values. Mara+WE just won't let you deal "over the roof" damage while being glass cannon. Btw never underestimate good enemy healers, they usually are very tough. So bad enemies will suffer anyway, it's basically their l2p issue tbh. Also melee range opens you to enemy CCs and hard debuffs much more than in the case of Scout. Buff head monitoring -> be ready for counterplay -> profit. Assault tree is supposed to be bursty and SA changes can help with it.
Skirmism tree? It won't be anywhere close to UF damage values. Also I want to remind the basics of ORvR tactics : moral bombing. You always should be afraid of moral bombs in 24/24 environment and not 3 chain LA crits which can happen even without SA. If your tanks got killed by moral bombs, it's 95% lost team fight and LA is just an instrument of harassment and finishing down enemy's backlines which deaths are just a matter of time if frontline is already dead.
Scout tree? Steady Aim -> FA -> double Eagle Eye or FtW -> profit. 3 crits buff should have a logical duration limit because of long casts of the scout tree skills and projectile speed. It also would help with counterplay : SW pops up SA -> stagger/punt/shatter.
Assault tree? I know what you are afraid of @lefze, we've played with you and I want to remind you that when we met an organized enemy group, your BA+SA with armor penetration wasn't "over the roof". WE/WH have the same access to spammable armor ignore skill and it doesn't make them OP. If you want to say that something is OP, you should test it in competitive environment, against proper setup. <400 crits are maximum what you can get with BA+SA on guarded target. And it's no where close to be OP for me. Since melee SW lacks defensive options like aoe-detaunt and snare breakers, you should gain defense through items which logically leads to lower damage values. Mara+WE just won't let you deal "over the roof" damage while being glass cannon. Btw never underestimate good enemy healers, they usually are very tough. So bad enemies will suffer anyway, it's basically their l2p issue tbh. Also melee range opens you to enemy CCs and hard debuffs much more than in the case of Scout. Buff head monitoring -> be ready for counterplay -> profit. Assault tree is supposed to be bursty and SA changes can help with it.
Skirmism tree? It won't be anywhere close to UF damage values. Also I want to remind the basics of ORvR tactics : moral bombing. You always should be afraid of moral bombs in 24/24 environment and not 3 chain LA crits which can happen even without SA. If your tanks got killed by moral bombs, it's 95% lost team fight and LA is just an instrument of harassment and finishing down enemy's backlines which deaths are just a matter of time if frontline is already dead.

<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage
- saupreusse
- Former Staff
- Posts: 2511
Re: [SW] Steady Aim
Danii why would we need even more crit? Even if the target has put rr points into crit reduction, 50% are easily achievable for sw with bullseye.
Saup - RR 8x WP
Son - RR 8x AM
Son - RR 8x AM
Who is online
Users browsing this forum: No registered users and 1 guest