lefze wrote:daniilpb wrote: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.
That first part is the exact reason why the 3 crit stuff won't fix scout. Even if all the skills crit the usability of the scout tree is just too unreliable and clunky to be able to assist properly with. Most of the time targets die/get out of range/get healed even before the fester hits. And sure, the damage would be good, but fixing the playability has a lot more value than just slapping a little more guaranteed damage on it in my eyes.
As for the assault damage not being over the roof is very much due to not critting on every cast of BA. The particular build I was testing that night can reach crits almost as high as 2,1K on unguarded targets. Of course we got our asses handed to us in that one SC, but it still doesn't change the fact that SW CAN burst VERY hard in melee while still having acces to good sustained ranged poke and good disengage in place of what other mdps get. And the free crit would also enable short windows of even better ranged poke while specced assault making up for the lack of ranged crit by just popping one skill. As for using that particualar SC as an indication of performance for the class is kinda wrong as I have never played with you before and I only have a few hours of play on assault SW meaning our play wasn't even close to optimal. And bad enemies already melt, we completely wrecked most things we faced.
As for the whole ORvR part, I'm going to assume that the change of this skill will in no way affect lilieaths arrow as it's already at a point where it's way more than harassment, enough SWs in a warband can output damagelevels far beyond what anyone should be able to considering the spammy nature of the skill. Not only that but a LA+barrage burst can already be really damn good when popped at the right time, put even more crit let alone guaranteed crits onto that and it's a recipe for disaster.
Part 1. I have to agree that the scout stance and FA are in a bad spot today. I've tested full scout and hybrid Scout+Skirmish builds and problems, which you describe, really exist. But! I don't agree that we should use SA as a band aid for only Scout tree's problems. It's a core skill, it should be usable in EVERY stance. This is about class in general, not only about Scout tree. Scout should be fixed somehow but not this way. And SA just can help Scout which is very good for me. Small step in right direction.
Part 2. Let's get back in time when we had UF and compare two
imaginary situations only for NUMBERS, you will see the difference:
Example 1 with UF:
1000 (brutal assault crit) + 1000 (100% UF) = 2000 damage.
Example 2 w/o UF, nowadays:
1000 (BA crit) + 250 (crit bonus tactic : you have 500 base damage, crit hit gives you 500 more damage, the tactic gives a 50% bonus damage from your crit which is 250) = 1250 damage.
3 hits:
Ex. 1 : 2000 (crit) + 1000 (not crit : 500 base + 500 UF) + 1000 (not crit) = 4000 (3000 if ALL hits aren't critical)
Ex. 2 : 1250 + 1250 + 1250 (all crits) = 3750
Can you see what I mean? (Explanation might be very rough, sorry)
Tbh I didn't see a lot of Melee SWs when UF was here. And as you can see, they could deal much more damage but it wasn't OP. We did try Melee SW with UF one trick and we didn't have super success, it didn't break the game.
Part 3. I don't know what to say any more here. Current meta is moral bombing, meta class is BW. BWs fast morals > SWs without UF, even LAs with guaranteed crits not gonna change the situation here. Case is closed for me. 24/24 environment is about killing tanks first (which is the main part) and then going for backlines. Situations when you get to backlines first are easy predictable w/o SW's possible changes. Pugs/bad players reaping is not a subject of discussion for me.
EDIT: Fixed some typos, sorry.