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1

Tuesday, November 15th 2011, 5:23pm

Question: Why don't Raid runes work on bows?

Can somebody at Froggy explain why Raid runes are allowed in the primary damage weapon for other classes and won't work in a scout's bow? Thanks.
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Rodatas

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Tuesday, November 15th 2011, 6:22pm

Excellent question.

This is an intentional restriction that is set by the developers to ensure balance between the classes. There are inherent benefits to using a bow, as well as other factors contributing to output that would cause these enhancements to overpower the weapon.

We are always open for suggestions and feedback regarding balancing issues, and our design team is always looking for ways to ensure each class has an appropriate skill/time investment curve to remain competitive.

So, you know, feel free to suggest balance changes and possible alternate implementations for the enhancements to bows if you feel they are lacking, we're listening.

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Tuesday, November 15th 2011, 8:46pm

Come on Rodatas, talk to someone for us. I really miss being able to burn every boss in the game.

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Wednesday, November 16th 2011, 2:55am

Scout being overpower....?

Seriously, I feel very annoyed when I make a raid 6 and found out i cannot use it on my bow . Why are bow/crossbow excluded from raid runes? If being overpower is the case , then raid runes should be removed from the game immediately . Many othet melee class can hit hard and fast and they can use raid runes on their weapon. So what's the deal.

Developers? Are they even playing the game ? Seriously, if you want to make something better, you do not just listen to others you test it out to understand what is wrong.
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Wednesday, November 16th 2011, 3:10am

The short story would probably be that they designed the runes with the old status quo of scouts in mind, not after doing the chapter4 balancing changes. pre 4.0 this restriction would be perfectly understandable, but after the changes? dont think so.

it just seems a bit unfinished.

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Wednesday, November 16th 2011, 4:19am

serious?...what are the req's for a scout in an instance? and what are the req's for a warden, warr, rogue, or mage in an instance?...

when you answere that question it will answer your own question about why scouts shouldnt be allowed to use raid runes in their bows...
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CROMI80

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Wednesday, November 16th 2011, 4:55am

My thoughts on the benefits of raid runes.

The only scout class that will In no doubt benefit the most from raid runes would be a scout/rogue. Due to nimble hands, equipping a raid 6-7 would make them launch attacks real fast. Other s/x will just get the attack speed benefit just like the other classes.
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Wednesday, November 16th 2011, 5:00am

Quoted from "ray1981;483723"

serious?...what are the req's for a scout in an instance? and what are the req's for a warden, warr, rogue, or mage in an instance?...

when you answere that question it will answer your own question about why scouts shouldnt be allowed to use raid runes in their bows...


Instance? Nah I think your problem why scout should not use raid runes will be them attacking too fast in pvp or sw.

A lot of problem begins in pvp and siege war when talking about class balancing. Scout burns bosses in chpt 3. Now its the job of rogues/scout and warrior / knight .
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Wednesday, November 16th 2011, 6:22am

It would literally make so little difference in anything for you that you would barely even notice it. "Why?" you ask, because of this (When at max level, you will have increased your ranged weapon speed by 38.5%). 6%-9% is merely icing on the cake and your skills would still be limited by a 1 second GCD time. The only thing this would effect is the time between your white hits. Thus your white hits would come faster, but the bulk of your dps doesn't come from white attacks. Correct me if I am mistaken somewhere in this.

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Wednesday, November 16th 2011, 6:42am

Except shot&#65295;shoot

The only skill that will be spammable will be shot / shoot which is already nerf . Other that that, I still do not understand why bow and crossbow which is the main weapon of scout is not allowed to use raid runes.
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Wednesday, November 16th 2011, 5:34pm

[COLOR=red !important]""So, you know, feel free to suggest balance changes and possible alternate implementations for the enhancements to bows if you feel they are lacking, we're listening. ""

[/COLOR]This Raid rune restriction made a little sense before the Chapter 4 re-balance, but it makes no sense now. Scouts are no longer a threat to the DPS crown. Warriors and rogues with similar level equipment own DPS while scouts come in at third or fourth. So, why do those DPS classes still get to use Raid runes, while scouts don't?

You said that you accept suggestions and feedback. My suggestion is that you reevaluate the bow restriction placed on Raid runes in the current post-Chapter 4 environment. Either that, or take them out of the game completely. It's just ridiculous that a crafted weapon improvement rune is favoring certain classes over others.
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12

Thursday, November 17th 2011, 5:42am

Quoted from "Zirconia;483812"

[COLOR=red !important]""So, you know, feel free to suggest balance changes and possible alternate implementations for the enhancements to bows if you feel they are lacking, we're listening. ""

[/COLOR]This Raid rune restriction made a little sense before the Chapter 4 re-balance, but it makes no sense now. Scouts are no longer a threat to the DPS crown. Warriors and rogues with similar level equipment own DPS while scouts come in at third or fourth. So, why do those DPS classes still get to use Raid runes, while scouts don't?

You said that you accept suggestions and feedback. My suggestion is that you reevaluate the bow restriction placed on Raid runes in the current post-Chapter 4 environment. Either that, or take them out of the game completely. It's just ridiculous that a crafted weapon improvement rune is favoring certain classes over others.


+1

13

Monday, November 21st 2011, 10:24pm

It was pretty obvious to me. Raid runes came out in ch4.. aka-The hate scouts chapter.

I don't really care, and I don't think most other scouts do either. If you want to be top DPS, just reroll. If you want to stay scout and keep having fun, get used to not being top DPS, for now. My crystal ball says ch7 = Runes of Scouts again :)

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Tuesday, November 22nd 2011, 4:06am

Top dps or not?

Are scouts top dps now? Dun really think so . But It's a fact that scouts are already nerf or balance. so equipping a raid runes will make them top dps again... Hmm
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Tuesday, November 22nd 2011, 4:33am

Not sure what you scouts are doing to not be top dps.... Im an endgame ware (90k buffed pa) and i get out dpsed by 2 scouts in my guild. and those 2 scouts out dps our best rogue on some fights, scouts are still VERY good dps. = to that of rogues and war
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Tuesday, November 22nd 2011, 9:58am

Quoted from "CROMI80;483730"

Instance? Nah I think your problem why scout should not use raid runes will be them attacking too fast in pvp or sw.

A lot of problem begins in pvp and siege war when talking about class balancing. Scout burns bosses in chpt 3. Now its the job of rogues/scout and warrior / knight .


why would i care about pvp???...ive been a pve tank since cb...
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Tuesday, November 22nd 2011, 10:04am

Quoted from "Germz1986;485046"

Not sure what you scouts are doing to not be top dps.... Im an endgame ware (90k buffed pa) and i get out dpsed by 2 scouts in my guild. and those 2 scouts out dps our best rogue on some fights, scouts are still VERY good dps. = to that of rogues and war



^^

again, what are the req's for a scout in gch v the req for a warr, warden or rogue in gch???

other dps classes have higher req's than scouts, cuz ur dps is mostly based off your bow/xbow rather than pa req's for every other melee dps...

basically scouts have it alot easier at end game than other dps classes...

plus, the whole reason i guess is if u can rememer post ch3. after dod hit?....

yea thats the reason...

no we dont hate scouts, but every one did hate the situation...if i wanted to clear rt/kt in that time of rom...guess what i had to bring 3-4 scouts with me...thats why
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Tuesday, November 22nd 2011, 12:24pm

It does seem kinda unfair, but do we thoroughly understand the raid rune mechanics yet?

R/S, S/R would obviously be the big winner, with the ability to equip three of them, like they do already with recons, but like someone said, if it just increases your white attacks due to GCD... is super fast shot really an issue anymore? My scouty friends only use shot when everything else is on CD.

Now, my best s/wd buddy says he gets great dps from Autoshot, if that was increased significantly by raid runes it might cause a balance issue. Even then, dps classes seem to be pretty well balanced at the moment. S/Wd is pretty beastly still but I hear it's also a real pain to play, so there should be a good payoff if you're willing to make an investment in learning a rotation that complex and have the ability to play the keyboard like you're playing freakin' Mozart ;)

This seems like it might actually end up affecting x/s combos as much or more than s/x. Especially r/s. I have a tiny curse rune in my staff (mage/scout, don't lol at me) and I wouldn't mind being able to put one in my bow also, but I haven't seen an appreciable difference in casting speed.

Maybe they should just make a maximum of 2 raid runes equippable per toon, and not discriminate against the scouts? That way no rogue/scout could go hog wild and stack 3 t10 ones and solo Annelia. :D
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Tuesday, November 22nd 2011, 12:39pm

This all seems a bit confused. Raid runes only work for the weapon they are embedded in. S/R with two raid runes is a bit of fail concept, if I may be so bold to comment so brusquely.

Also reducing physical weapon speed increases skill damage, not only the frequency of white hits.

And the obvious reason (again please excuse my boldness in using such vocabulary) that Scouts are not allowed to use a Raid runes is because of the multiplicative effects if weapon speed reduction. Scouts already have a passive that decreases attack time, adding a Rune in with the same effect with all the existing potions (not to mention new ones that have yet to be released) and other buffs could just result in another Chapter 3 situation.

It may seem unfair that there isn't another equivalent for ranged weapons, but it does certainly make sense that Raid runes cannot be placed in bows. It is a safety against weapon speed getting so close to zero as it has in the past.

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Tuesday, November 22nd 2011, 1:23pm

Quoted from "KatalanOrk;485109"

This all seems a bit confused. Raid runes only work for the weapon they are embedded in. S/R with two raid runes is a bit of fail concept, if I may be so bold to comment so brusquely.

Also reducing physical weapon speed increases skill damage, not only the frequency of white hits.

And the obvious reason (again please excuse my boldness in using such vocabulary) that Scouts are not allowed to use a Raid runes is because of the multiplicative effects if weapon speed reduction. Scouts already have a passive that decreases attack time, adding a Rune in with the same effect with all the existing potions (not to mention new ones that have yet to be released) and other buffs could just result in another Chapter 3 situation.

It may seem unfair that there isn't another equivalent for ranged weapons, but it does certainly make sense that Raid runes cannot be placed in bows. It is a safety against weapon speed getting so close to zero as it has in the past.


Thanks for that Katalan. I was misunderstanding the effects of the speed reduction. In that case, a curse rune in a mage bow won't help a bit, though a raid rune theoretically would allow me to shoot my fire arrows faster.

This question is decidedly off-topic in the scout forums, but could you explain the mechanics of the curse rune as opposed to the raid rune? This is where I get the most confused, because melee dps is percentage based and caster dps uses flat numbers. We have lots of cast times, whereas melee has mostly cooldowns between instant skills.

My limited understanding of how the curse rune works is that let's say Flame is a 3 second cast and I have a t10 curse rune which gives me -10% spell casting delay. My flame should now take 2.7 seconds to cast, no? Thus increasing my dps. This assumes "-x% Spell Casting Delay" equals "+x% Casting Speed Increase".

Or I could be barking up the wrong tree, and "-x% Spell Casting Delay" might be referring instead to what, less cooldown? The terminology is odd.

What exactly does the curse rune do for casters, and what does raid do for melee?
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