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gigilomann

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21

Tuesday, April 16th 2013, 10:31pm

Quoted from "choujiaki;597747"

well with this new patch, a s/wrd without an instant cast charged chop, will be just like any other scout out their,
pretty useless in the dps department with skills that have low % dps.

scouts just need to get their skills damage raise a bit more, they are a ranged class so they do need to do less damage then melee classes.


Wrong. I'll tell you why, b.c of a s/wd's elites, s/wd can and was out dps'ing other scout classes before charged chop became an instant... and then with knockdown. In order to test this you need skilled s/wd's who use more than just a few spam skill or diyce to operate their toon. Any good scout will know, that you use certain skills at first then spam whatevers off cd as fast as you can, but ofc in a certain rotation, and use certain skills as fillers only.

However s/wd gets... Thorn arrow.. Entling offering.. Hidden peril..and gryphon bash.. as extra more damaging attacks.. not including charged chop from range... (not including the extra damage buffs s/wd gets)

These extra dps skills will always help and keep a s/wd at top of the dps chain as far as scouts with s/r and s/w behind..

s/w gets... gale.. accurate targeting.. beserk.. and maybe target lock that help increase dps, butno extra dps skills...

s/r gets... weak spot... sapping arrow.. exploiting shot.. deadly counter attack.. poisonous spit......nimble hands.. and can hold a second dagger.. to help increase dps and Deadly poison bite as a dps skill..

Sure, but if you play both classes out right in pve a s/wd will always be higher in dps... so no reason to suggest that s/wd is the same.. b/c it's not, they simply get more dps skills and more damage.
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22

Tuesday, April 16th 2013, 10:36pm

Quoted from "Galenwaithien;597912"

But rogues do get 1.2 patt per str...


ah well my bad then :P
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23

Tuesday, April 16th 2013, 10:40pm

Quoted from "gigilomann;597914"

Wrong. I'll tell you why, b.c of a s/wd's elites, s/wd can and was out dps'ing other scout classes before charged chop became an instant... and then with knockdown. In order to test this you need skilled s/wd's who use more than just a few spam skill or diyce to operate their toon. Any good scout will know, that you use certain skills at first then spam whatevers off cd as fast as you can, but ofc in a certain rotation, and use certain skills as fillers only.

However s/wd gets... Thorn arrow.. Entling offering.. Hidden peril..and gryphon bash.. as extra more damaging attacks.. not including charged chop from range... (not including the extra damage buffs s/wd gets)

These extra dps skills will always help and keep a s/wd at top of the dps chain as far as scouts with s/r and s/w behind..


Sure, but if you play both classes out right in pve a s/wd will always be higher in dps... so no reason to suggest that s/wd is the same.. b/c it's not, they simply get more dps skills and more damage.

Gigi is absolutely right s/wd was the best scout dps in ch3 4 and now 5, 5 being when they made charges chop an instant, their shot does 1.75 times what every other scouts shot does (making it VIABLE to use as more than just a filler, that and hidden peril thorn arrow and griphon bash all have much higher DPS % than any other scout elite With the exception of deadly poison bite which isnt even an instant cast skill, its a 1 sec cast. in ch 3 the only reason s/wd wasnt used was because of aggro issues. it had so much dps that no tank could out aggro it. hence why we all rolled s/r for the 106% neg aggro from having 3 recons. no s/r ever had aggro issues. but now i dont even use recons and dont even approach the tank in aggro. where as a s/wd would far surpass the tank.

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24

Wednesday, April 17th 2013, 1:37am

my $0.02


1) any damage/PA buff on auto shot should be % based, or not capped at 50, due to the fact that it inherently puts a cap on the buff for future patches/higher levels...a % based buff will last a while until it needs another buff...

2) IMO, a buff to auto shot should take longer to stack, such as 25-30 stacks...the reason is simply due to the fact that both xbow and bow would be able to get the buff, but a bow would stack much faster, thus getting to max DPS faster, while xbow takes longer, but still maxes buff. that way xbow would be sustained DPS, while bow would be more burn.

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25

Wednesday, April 17th 2013, 6:01am

Quoted from "Cike;598010"

my $0.02


1) any damage/PA buff on auto shot should be % based, or not capped at 50, due to the fact that it inherently puts a cap on the buff for future patches/higher levels...a % based buff will last a while until it needs another buff...


hmm... you're probably right.

I'm going to figure out a good ratio, and change that to a % based stack.

Quoted

2) IMO, a buff to auto shot should take longer to stack, such as 25-30 stacks...the reason is simply due to the fact that both xbow and bow would be able to get the buff, but a bow would stack much faster, thus getting to max DPS faster, while xbow takes longer, but still maxes buff. that way xbow would be sustained DPS, while bow would be more burn.


I think you have the better idea on this one as well o.o

You sir are a genius :P

I'm also going to figure this out, and change it as quickly as possible.
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26

Wednesday, April 17th 2013, 9:00am

Quoted from "Mamn00n;597880"

S/wd and S/p are 2 classes. Sure, they can use it in their rotation for DPS midfight, but a 3s interruptable by damage skill is a big waste of time for every other scout combination. I don't see a real argument here.


I was thinking more about snipe, and realized that if you dont have enough tp to go around to keep this skill at high level/maxed as well as other skills, then it is pretty useless. What really would make it usless is lack of tp combined with the 15 sec cd, and the cast timer.

I recommend using snipe in conjuction with lasso, and keeping the target under frost arrow to get the 3 sec cast timer off without being interrupted by melee attackers.

For s/wd I always try and get the .5 sec snipe. If not, I just go and use the full 2.7 sec snipe to start the rotation. Although calling it a rotation is a bit of a misnomer as I use fire cd skills(HP, Snipe, VA, TA, RS, PA...) when they are ready and use Shot/WA in between while having AS always running, no matter if I am running s/p, s/m, s/wd, or s/d.

But not to get too off topic, I reiterate that unless you have tp to keep snipe up, I agree that it is useless from a combination of the 15 sec cd, the cast timer, and tp better invested elsewhere.
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27

Wednesday, April 17th 2013, 6:52pm

tbh, all think scouts need is the autoshot buff and a mastery buff and they would be good...


I have no issue not being top DPS, I have an issue with being outdpsed by the tank...


also, a edit I would make to the "steady aim" auto shot idea would be that it either stops stacking, or loses a stack every 2 sec you are running, so it would not be OP in PvP(farming balloons to stack buff), and i would not imagine a scout has "steady aim" while running around and kiting...cancelling upon movement would be too harsh, but a little reduction in the stack # or pausing of buff or something along those lines would make sense...

we already have archers glory sacrificing movement for DPS, so I think it could be pursued a bit farther with "steady aim"

gigilomann

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28

Wednesday, April 17th 2013, 7:20pm

Quoted from "Cike;598303"

tbh, all think scouts need is the autoshot buff and a mastery buff and they would be good...


I have no issue not being top DPS, I have an issue with being outdpsed by the tank...


also, a edit I would make to the "steady aim" auto shot idea would be that it either stops stacking, or loses a stack every 2 sec you are running, so it would not be OP in PvP(farming balloons to stack buff), and i would not imagine a scout has "steady aim" while running around and kiting...cancelling upon movement would be too harsh, but a little reduction in the stack # or pausing of buff or something along those lines would make sense...

we already have archers glory sacrificing movement for DPS, so I think it could be pursued a bit farther with "steady aim"


You cant really consider a ch/r a tank :P friggin dps they are, lol. now if you're still getting out dps'd by a wd/w... then you have probs, although there are some beastly wd/w's out there... but they sacrifice stam and pdef for pa if they use their w/wd chain gear.

I agree with you stacking the "steady aim" buff... not that they'd implement it in the first place.. ibleive some scouts would use it on mobs and whatknot and take advantage of it..

Also if you remember right they allready upgraded increased the damage of autoshot, or buffed it, with this chapter i think?

Something does need to be done with scout though... and not s/wd jsut scout as a whole.
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Mamn00n

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29

Wednesday, April 17th 2013, 9:20pm

Quoted from "Cike;598303"

tbh, all think scouts need is the autoshot buff and a mastery buff and they would be good...


I have no issue not being top DPS, I have an issue with being outdpsed by the tank...


also, a edit I would make to the "steady aim" auto shot idea would be that it either stops stacking, or loses a stack every 2 sec you are running, so it would not be OP in PvP(farming balloons to stack buff), and i would not imagine a scout has "steady aim" while running around and kiting...cancelling upon movement would be too harsh, but a little reduction in the stack # or pausing of buff or something along those lines would make sense...

we already have archers glory sacrificing movement for DPS, so I think it could be pursued a bit farther with "steady aim"



While I think this makes sense, I don't think this would matter regardless, as, if you wanted, you could keep the buff at level 1, so that it lasts 5s, and you would have more length of a steady aim, but the downfall would be less damage.

You could also increase it to say 25, and then the buff would only last 3.5s, with slightly increased damage. The way I see it, is if you want to use the buff for killing mobs, or siege war, you would keep the skill below 30 with a bow, and below 20 with a crossbow. But you would not be able to get many stacks anyhow, as you probably couldn't manage to get 20 autoshots off consistantly, and then maintain the buff.

As when it's at 50, it would then be a PvE instance/elite mob/soloing buff. Which would last through the burn phase, or for steady damage you could intelligently stack buffs to make the buff last for the maximum time. As autoshot goes off according to ranged attack speed, i believe a movement reduction would be more work they'd have to put in that they don't want to already, as well as being something that wouldn't make too much of a difference anyhow.
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30

Tuesday, April 23rd 2013, 7:02am

Another change recommendation:

Autoshot should not be interrupted by/interrupt normal skills. While it does not trigger a gcd for skills, attempting to fire it as the same time as a skill causes a conflict. It should be changed to a white hit, as ranged weapons really dont have one otherwise. The proposed buff could still be applied, similar to w/m buff hits.
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31

Tuesday, April 23rd 2013, 12:35pm

The argument has never been about s/wd against the other scout classes. The argument and changes are about making the whole scout class will all its secondaries a viable dp class. Since chapter 3 the scout class has never been in the same league with warrior or rogue.
People want to be able to play the scout class again with all its secondaries not the nerfed mess it has been turned into.

32

Tuesday, April 23rd 2013, 3:38pm

who cares if scouts will get fix, scout community dont even support each other anymore so sad LOL

anyways even if you go all out PA stated dps endgame gear style, scouts will still be on the lower end of the scrut, few scouts have party buffs to help out the group, but its still useless since scouts should just be dps,

they will never get enough physical attack since the 1:1 ratio, low skill % dps skill, average in pvp in killing non tanky class only

rogue on the other hand can do stuff alot better and more efficiently in pve and or pvp,

but who cares, its still fun to play a scout for the time being, until we keep getting nerf and nerf again...

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33

Tuesday, April 23rd 2013, 4:17pm

i care if scouts get fixed i can relive old memories again :P maybe...
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34

Tuesday, April 23rd 2013, 8:28pm

This really reminds me of the end of ch2 start of ch3, but insert warriors instead of scouts. RW never nerfs rogues, but always focuses on only one class at a time. They can't multitask it seems.

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35

Tuesday, April 23rd 2013, 8:58pm

Quoted from "ghostwolf82;598971"

This really reminds me of the end of ch2 start of ch3, but insert warriors instead of scouts. RW never nerfs rogues, but always focuses on only one class at a time. They can't multitask it seems.


Maybe Rogues are scheduled for Chapter 6?
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36

Tuesday, April 23rd 2013, 9:22pm

Yeah I would like scout to get fixed as well, I won't go back to maining it but I would play scout in lower instance runs and probably S/K in siege against lower siege opponents.

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37

Wednesday, April 24th 2013, 5:41pm

Quoted from "Auros;598975"

Maybe Rogues are scheduled for Chapter 6?


Thing is though, I am of a wholly different mindset than most of the people here on the forums, and I don't want to see rogues get nerfed. All I want, all I have ever asked for, is for other classes to be as balanced as rogues are. Mamnoony thinks this way too, which is the basic point of this thread: How to fix scouts. He never mentions nerfing anyone to do so.

A long time ago many posts were made how to fix many of the other classes, but it was all in vain. Some of you older forum peoples can remember some of those talks. For example, I made the argument of how to fix warriors and knights (and now champions), and it is a simple one... for those classes just add accuracy to strength. This would put a major fix with such a simplistic change to those three classes. Some of the gear these days has accuracy, which helps for now. However, that is not a *fix*, it is a bandaid for losing an arm. In the long run, when the newer gear at level 80 hits and has no accuracy, guess what... rogue and scouts won't be touched, but warrior/champion/knight all go back to where they were.

The problem isn't in needing to nerf classes until they are all equal, the solution is finding way to fix all the classes, to make them equally good and desirable in game. I have been an advocate for a long time that rogues are the ONLY balanced class in RoM and other classes need to be made more like them. Rather than dragging rogues down to the crapfest, invite more classes up to the feast.