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...
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.
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 .
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


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.