Quoted from "dexhunterz;561935"
Siege should never be a reason for the buffing or nerfing of a class. This is a PVE game with 1 hour of PVP (Assuming you arent stuck on Grimdal or Indigo). Don't like how Scout stacks up against Rogue in SIege? Make a P/S for siege like everyone else![]()
Quoted from "dexhunterz;561935"
Siege should never be a reason for the buffing or nerfing of a class. This is a PVE game with 1 hour of PVP (Assuming you arent stuck on Grimdal or Indigo). Don't like how Scout stacks up against Rogue in SIege? Make a P/S for siege like everyone else![]()
Quoted from "arvis21;561945"
If anyone here does play s/x u should know that apart from the 1sec gcd. There is also delay time between certain skills.
if u use combo shot, u have to wait for the 1sec gcd, and on top of that u have to wait for the graphic (aka rising the range weapon up again for the next skill example: vampire arrow, reflective shot, etc).
r/s elite skill weak spot doesn't have that problem with using either reflective or vamp arrow.
if they work on the delay between skill, that would already give scout a boost in dmg.
Quoted from "dexhunterz;561935"
Siege should never be a reason for the buffing or nerfing of a class. This is a PVE game with 1 hour of PVP (Assuming you arent stuck on Grimdal or Indigo). Don't like how Scout stacks up against Rogue in SIege? Make a P/S for siege like everyone else![]()
Not that S/R is the best dps in the first place, but even going rt on it I notice the big drop-off in dps. Honestly, Scouts got overnerfed in ch.4 Only instead of getting what the wardens got ( We will fix it next week), they got nothing at all. As long as they dont make shot or vamp arrows stronger (X/S is strong enough as it is), I see justification for making Scouts do more comparable dps. "Range" is an advantage over melee, but if a class is dps, then its dps. Melee classes have skills that combat the fact they arent ranged i.e. Evasion/Substitute/Chain gear/Defensive Formation/Whatever else there is.
Quoted from "Winston;562690"
Scouts should do less damage than warriors and rogues in pve because they get to attack from farther away.
Quoted from "ruisen2000;562695"
I don't understand how range gives an advantage in boss fights, since the tank is taking the damage anyway.
Quoted from "Winston;562707"
Have you run tosh yet? There is a ton of aoe damage and a scout and mage can stay well out of that range. Same with a lot of the AC bosses. When you heal you tend to see the damage output and who takes it.
Quoted from "Winston;562690"
Scouts should do less damage than warriors and rogues in pve because they get to attack from farther away.
Quoted from "Cronrs;562825"
rogues get numerous counters to protect them in a melee environment... cant speak for wars since I never played one. Either way scouts should be near a rogue or wars dps not 30-40% behind.
Also scouts are made incredibly squishy by blood arrow and since its now on a 2min cd you cant use it as strategically for different stages of a boss fight.
They could always just buff Archers glory back to 20% attack speed 15% dmg increase. That would give them the much needed dps boost for boss fights. Though the 80% movement reduction is already a huge issue in tosh and AC where you need to be moving in almost all of the boss fights.
Quoted from "Winston;562707"
Have you run tosh yet? There is a ton of aoe damage and a scout and mage can stay well out of that range. Same with a lot of the AC bosses. When you heal you tend to see the damage output and who takes it.
Quoted from "Borella;562904"
Sixth boss ToSh: you don't have to dance in and out of the range of big leeway/burst bash. Being ranged is for sure an advantage there.
Quoted from "sshades;562915"
There is definitely some justification for a ranged class dealing slightly less DPS than a melee class. Given the option of dealing X damage from near or far away, anyone would choose far away. Any time you have to "dance" around to avoid something, you aren't in melee range and therefore can't be dealing damage. For a range character, whether or not you need to avoid something, you're still doing nearly full damage since there is nothing stopping you from using instant attacks. Any time you have to use a defensive skill or item, it's an activation/GCD that could have been used on a damage skill.
Quoted from "xMagus;563011"
I actively play a scout as well as my rogue side and i can say i dont even go to ToSH as a Scout because whats the point when rogue side with grafu dagger vs my tosh bow does WAY more DPS. If i could ask for a buff it would probably be to our passive weapon skill increasing it from 30% damage gain to 65-70% like all the other classes and mightjust make Scouts more endgame viable with DPS and can keep up with warriors and rogues. But i also know if they do that the ammount of QQ the siegers will have cause we hit harder.
Quoted from "erablazer;563129"
Best idea so far IMO. The fact that our weapon dmg is half and our skills are half the dmg % its a miracle we keep up at all.