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21

Thursday, July 26th 2012, 6:38pm

Quoted from "hefusuto;560532"

more import for fix the LOS! still have weird issues on siege and pve is no a big deal but is very annoying.

This just for Scout class in general.


Omfg this is so important, can't be anywhere near a tower and attack someone.
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Cike

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22

Thursday, July 26th 2012, 7:07pm

I'd really just like to see three things changed:
1) overall damage increase
2) BA returned to no-CD, so we can turn it on/off at will, like how s/d "elvan eye" works now (and BA used to)
3) LoS fixed
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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23

Thursday, July 26th 2012, 7:14pm

Quoted from "hefusuto;560532"

And more import for fix the LOS! still have weird issues on siege and pve is no a big deal but is very annoying.

This just for Scout class in general.


Not just scouts. LoS is super annoying as a Mage as well.
But Vamps Arrow seems to ignore LoS... I get hit by scouts using it even though I get LoS when I try to attack them back :(
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24

Thursday, July 26th 2012, 8:14pm

Scouts were OP in chapter 3 because they were able to completely ignore the physical defense of anything. They used all dex stats to become super op. The way the system worked was bascially, their dex, vs the enemy's dex. Scouts started to realize this and would stack dex and dex and dex on every piece making burns crazy.

I used to be taken on runs to KT as a r/s, and was told to only pop my cooldowns but to spam shot. Surprisingly, my shot was doing more damage than my rogue skills, so it was the better option anyway.

Detection currently has a range of 150 on same level targets (I've checked numerous times) and I think it's fine because more often than not, they target me before I can use my dps skills. Shadow prison has a range of 180, our only tool against a scout. Even if we used shadow prison, more than likely its an s/k and can free itself, or its a smart scout with PvP gloves.

Otherwise I have nothing to say about this class except iLuv the s/r pdef skill. lawl

IMO, scouts are trading their dps for survivability, being able to jump around and DPS from the safety away from the boss. I don't think they should be top DPS, nor the lowest DPS. I see it like this;
Warrior
Mage
Rogue
Scout

Okay so maybe they should be the lowest DPS class, but they shouldn't be 10% + behind in DPS. Hopefully the new elite skills will help.


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25

Thursday, July 26th 2012, 9:41pm

Quoted from "Goliwog;560540"

It wasn't ONLY doable by 4 scouts. My group often took a mage or a warrior along with us. granted they weren't at the top of the charts, but we did it.


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26

Thursday, July 26th 2012, 9:44pm

Quoted from "bleedingblak;560557"

Scouts were OP in chapter 3 because they were able to completely ignore the physical defense of anything. They used all dex stats to become super op. The way the system worked was bascially, their dex, vs the enemy's dex. Scouts started to realize this and would stack dex and dex and dex on every piece making burns crazy.

I used to be taken on runs to KT as a r/s, and was told to only pop my cooldowns but to spam shot. Surprisingly, my shot was doing more damage than my rogue skills, so it was the better option anyway.

Detection currently has a range of 150 on same level targets (I've checked numerous times) and I think it's fine because more often than not, they target me before I can use my dps skills. Shadow prison has a range of 180, our only tool against a scout. Even if we used shadow prison, more than likely its an s/k and can free itself, or its a smart scout with PvP gloves.

Otherwise I have nothing to say about this class except iLuv the s/r pdef skill. lawl

IMO, scouts are trading their dps for survivability, being able to jump around and DPS from the safety away from the boss. I don't think they should be top DPS, nor the lowest DPS. I see it like this;
Warrior
Mage
Rogue
Scout

Okay so maybe they should be the lowest DPS class, but they shouldn't be 10% + behind in DPS. Hopefully the new elite skills will help.

I've read the same thing about detections range. I can assure you its not 150
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27

Thursday, July 26th 2012, 10:04pm

Quoted from "bleedingblak;560557"

Scouts were OP in chapter 3 because they were able to completely ignore the physical defense of anything. They used all dex stats to become super op. The way the system worked was bascially, their dex, vs the enemy's dex. Scouts started to realize this and would stack dex and dex and dex on every piece making burns crazy.

I used to be taken on runs to KT as a r/s, and was told to only pop my cooldowns but to spam shot. Surprisingly, my shot was doing more damage than my rogue skills, so it was the better option anyway.

Detection currently has a range of 150 on same level targets (I've checked numerous times) and I think it's fine because more often than not, they target me before I can use my dps skills. Shadow prison has a range of 180, our only tool against a scout. Even if we used shadow prison, more than likely its an s/k and can free itself, or its a smart scout with PvP gloves.

Otherwise I have nothing to say about this class except iLuv the s/r pdef skill. lawl

IMO, scouts are trading their dps for survivability, being able to jump around and DPS from the safety away from the boss. I don't think they should be top DPS, nor the lowest DPS. I see it like this;
Warrior
Mage
Rogue
Scout

Okay so maybe they should be the lowest DPS class, but they shouldn't be 10% + behind in DPS. Hopefully the new elite skills will help.



Bwhahahahaha.....New Elites will either be totally useless or so OP there will be screams of Neeerf that can be heard in real life. I like your hopeful view on this subject.
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28

Thursday, July 26th 2012, 10:05pm

Quoted from "erablazer;560583"

I've read the same thing about detections range. I can assure you its not 150


According to the scouts in my guild, it seems to change randomly, sometimes they can see a rogue or invis a mile away, other times they can't see it till they're almost on top of it/them.

I quit playing my scout in ch 3 because it was way too OP, I'm more into a good fight, not maximizing my kill count, but many of these suggestions are to get rid of the 'fixes' that almost broke the class. If they have the dex vs dex and pot stacking issues fixed, they could reverse everything and make scout a much better class again without the ch3 issues.

If they reduced, or eliminated the GCD on shot, it would help their DPS and all the /s classes would also benefit.

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29

Thursday, July 26th 2012, 10:19pm

Quoted from "refugee;560588"

According to the scouts in my guild, it seems to change randomly, sometimes they can see a rogue or invis a mile away, other times they can't see it till they're almost on top of it/them.

I quit playing my scout in ch 3 because it was way too OP, I'm more into a good fight, not maximizing my kill count, but many of these suggestions are to get rid of the 'fixes' that almost broke the class. If they have the dex vs dex and pot stacking issues fixed, they could reverse everything and make scout a much better class again without the ch3 issues.

If they reduced, or eliminated the GCD on shot, it would help their DPS and all the /s classes would also benefit.


They can't fix Dex v.s. Dex because they put the counter to Accuracy on the same attribute...Dodge. So only Dex stacking classes really have the ability to dodge/hit each other. It's like saying add more Mdef or Pdef on a class that has no room to do it. When you have 3 main stats you need to do your job adding in a forth is useless because you don't have the room to stack enough to actually make it useful. I have a rather good amount of Dex for a Knight but not enough to really get over the hump and be super dodgy or have to epic accuracy needed to hit a high Dex class.
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30

Thursday, July 26th 2012, 10:36pm

Quoted from "refugee;560588"

According to the scouts in my guild, it seems to change randomly, sometimes they can see a rogue or invis a mile away, other times they can't see it till they're almost on top of it/them.


The Detection Range depents on u lvl and the lvl of the invi enemy if the enemy is 2 or 5 lvl lower than you, detection will see it, but when target is at same lvl of you is the problem the range on detection work very randomly vs enemy with same lvl.
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31

Thursday, July 26th 2012, 10:42pm

Quoted from "hefusuto;560597"

The Detection Range depents on u lvl and the lvl of the invi enemy if the enemy is 2 or 5 lvl lower than you, detection will see it, but when target is at same lvl of you is the problem the range on detection work very randomly vs enemy with same lvl.


I mentioned it because they're 72s, would have been completely pointless to mention a well known and intended mechanic as a problem.

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32

Thursday, July 26th 2012, 11:41pm

Quoted from "erablazer;560583"

I've read the same thing about detections range. I can assure you its not 150


Pretty sure it is.

Make a scout stand far away. Make the rogue hide. Creep up into shadow prison distance (180). Continue to move the rogue forward and have the rogue stop once the scout can target him. At that time, a rogue will be able to use throw (range of 150).


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CROMI80

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33

Friday, July 27th 2012, 2:19am

Looks like detection now is totally useless against a rogue.
Range 180( use shadow prison) follow by combo throw.
Looks like detection needs a really big increase in its detecting range. 210 or more .
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34

Friday, July 27th 2012, 3:56am

IMO since their max potential dps is kinda meh, they should atleast get 1.8-2.0 patk per dex, a bleed from vamp thats based on ranged dps rather than mainhand dps, and comboshot should not trigger gcd and then they would be fine... even tho every dps class gets 70% dmg mastery where scouts only get 20%...

35

Friday, July 27th 2012, 4:07am

First, you can't have no GCD *and* no CD on any damage skill. There are several people suggesting it, and it's an awful idea. I don't care how weak the skill is, being able to *consistently* hit any skill 3-5 times per second depending on your latency will always be overpowered. It's not the same as laggy/glitchy sync issues letting you use a skill 3 times in a row because the GCDs eventually catch up so on average you only fire off 1 per second (Ice Blade, Wind Arrow, etc).

Second, scouts were actually viable after the chapter 4 nerfs. The nail in the coffin was the stupid, idiotic GCD brain fart that the developers put out. Right now, scouts are one of the only classes with that crap STILL affecting their primary damage rotation, and the developers never did anything to make up for it. Remove the GCD from combo shot and reflecting shot again like it was just after chapter 4. No reflecting shot GCD means 1 extra activation every 10 seconds. No combo shot GCD means 1 extra activation every 8 seconds. Between those two changes, it would be something like a 20% DPS boost for every scout. And it wouldn't even be a buff, it would just be rolling back a nerf that was a reprehensibly stupid nerf in the first place.

Other than that, changing BA so it takes the same amount of life as it used to and extending the range on Detection are good ideas IMO. As long as you're not an idiot, rogue has a hard advantage on every class except for knight and scout. They get the first hit on basically everyone else. In exchange for that hard advantage, it would be good if at least one class had a hard advantage against them. In order for that to be the case, Detection's range has to be farther than Shadow Prison. Right now the match up is closer to 50/50.

@last post

1.2 * 1/(1-0.385) = ~1.95 or approximately 95% increase from passives. Increasing Bow Mastery might make sense, but they'd probably end up having to lose some out of SSM to make up for it.

bleedingblak

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36

Friday, July 27th 2012, 4:15am

Quoted from "CROMI80;560633"

Looks like detection now is totally useless against a rogue.
Range 180( use shadow prison) follow by combo throw.
Looks like detection needs a really big increase in its detecting range. 210 or more .


Stack wis.

My SP never hits people.

You don't nerf a class because you aren't statted correctly to protect yourself against it >_>


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37

Friday, July 27th 2012, 4:22am

or get some arena gloves and a macro, makes shadow prison more of a petty annoyance than anything else
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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38

Friday, July 27th 2012, 6:37am

Quoted from "bleedingblak;560646"

Stack wis.

My SP never hits people.

You don't nerf a class because you aren't statted correctly to protect yourself against it >_>

nerf? What nerf? . I simply stated that detection should have a longer detection range. If its not serving its purpose, may as well replace it with some useful skill.
P.s I do not like a class to be nerf. Been there with my scout , I know the feeling.thus i am always against a nerf.
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39

Friday, July 27th 2012, 7:57am

OK, firstly, to whoever said people weren't howling for a scout nerf (Ebilone maybe?)- lol. There were pitchforks, torches, three threads a day begging for scouts to be nerfed "INTO OBLIVION!" There was howling. So much howling that it makes the p/s QQ of today look like a tempest in a teapot.

These days, in PvE, scouts actually do pretty good damage. I just watched PPK's ToSH 2-7 vid, and their two scouts were either keeping right up with the rogues or beating them on scrut. Our s/w regularly beats some rogues, most mages and some warriors on scrut in ToSH.

However, I agree 100% with Sshades. It's time for Runewaker to finish off removing the vestiges of the GCD from scout skills. They ruined s/wd and they impact all scout combos. There should be no GCD on skills with a cast time, regardless of what class has the skill. They really need to get rid of GCD on buffs/pots/etc too- it's idiotic. DOWN WITH THE GCD!

If they would remove GCD from all non-instant skills, scouts wouldn't need much if any more adjustment in PvE.

As far as PvP goes, detection is the only skill that might need to be looked at, and that's primarily due to the huge buff Throw just got. Detection should be longer than any damage skill rogues have- after all, rogues are supposed to be close-range melee, not ranged. Why should they be able to go toe to toe with the physical ranged class and be able to beat them in Hide?
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40

Friday, July 27th 2012, 1:15pm

Quoted from "mnkmurphy885;560671"

OK, firstly, to whoever said people weren't howling for a scout nerf (Ebilone maybe?)- lol. There were pitchforks, torches, three threads a day begging for scouts to be nerfed "INTO OBLIVION!" There was howling. So much howling that it makes the p/s QQ of today look like a tempest in a teapot.

These days, in PvE, scouts actually do pretty good damage. I just watched PPK's ToSH 2-7 vid, and their two scouts were either keeping right up with the rogues or beating them on scrut. Our s/w regularly beats some rogues, most mages and some warriors on scrut in ToSH.

However, I agree 100% with Sshades. It's time for Runewaker to finish off removing the vestiges of the GCD from scout skills. They ruined s/wd and they impact all scout combos. There should be no GCD on skills with a cast time, regardless of what class has the skill. They really need to get rid of GCD on buffs/pots/etc too- it's idiotic. DOWN WITH THE GCD!

If they would remove GCD from all non-instant skills, scouts wouldn't need much if any more adjustment in PvE.

As far as PvP goes, detection is he only skill that might need to be looked at, and that's primarily due to the huge buff Throw just got. Detection should be longer than any damage skill rogues have- after all, rogues are supposed to be close-range melee, not ranged. Why should they be able to go toe to toe with the physical ranged class and be able to beat them in Hide?


I agree, but are those scouts keeping up with the best rogues? AND the amount of patk those scouts have to stack is to keep up is downright ridiculous. Simply put the best scout won't come close to the best mage/warrior/rogue. Dmg mastery needs a pick me up and gcd needs to go. I like BA ho reduction. I like all of these ideas. Agreed fand, the witch hunt was massive for scouts, to be fair they were ridiculously strong though. But this should be a lesson, so maybe we should chill on the nerf threads for a whole, those seem to be the ones they react to :S
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