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Scout Two Requests

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Cike

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1

Thursday, March 5th 2015, 2:27am

Two Requests

I really only have two requests for scouts:

1) fix the damage formula such that it depends on %DPS like all other physical classes. this double damage thing makes bows completely useless ingame(except for m/s). as well as making attack speed buffs a fraction of the boost they give to other classes.

semi-related note: why are the new crossbows going DOWN in speed? new bow is 3.1, xbow is 3.6... it wouldn't be that much of a deal except for the whole "raw pdam is king" thing, so keeping dps the same while lowering raw damage = nerf.

2) for the love of all that is holy make ranged DoT's based off of ranged damage. please. having to tier a dagger for a larger bleed does not make any sense. what makes even less sense is the fact that a 2h hammer makes larger bleed than a 1h sword...


thanks,
your friendly neighborhood scout
my r/p can outdps r/m. your name is stupid.

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Thursday, March 5th 2015, 4:32am

increased range by 30 would be nice too
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Cike

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Thursday, March 5th 2015, 4:34am

so would increased detection range, but i tried to keep the post as concise as possible with my 2 biggest issues with scout atm.

not saying thats all thats wrong, just saying what (imo) should be fixed first.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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Thursday, March 5th 2015, 9:30am

Right there with you CIke, I made a thread about nerfing the rogues throw/combo throw because of scouts detection range and it was no go.
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Thursday, March 5th 2015, 1:55pm

This thread will have the same result as all the other scout threads the past few years have had. The scouts will be nerfed some more. There is someone in power who hates the scout class beyond all reason and will do anything to keep them from being a playable class. The definition of insanity is to continue doing something and expecting a different result. There have been many more threads with reasonable and easily implemented scout fixes and all have resulted in someone in power nerfing the class even more. This will probably have the same result.

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Thursday, March 5th 2015, 3:10pm

I think detection range is quite fair, however that it requires focus and hide does not require energy is imba certainly.

Likewise, I can understand how throwing a knife would be more deadly than shooting an arrow, however, a knife would lose it's speed and momentum much quicker than an arrow out of a bow or especially a crossbow. Perhaps less damage at further range would be sufficient but what am I to say, seems too complicated for RW to achieve.
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Thursday, March 5th 2015, 5:52pm

Range is a joke for scouts. A bow or crossbow is accurate and deadly at 100 yards and even far more in the hands of a trained archer. To have this matched and exceeded by someone throwing a rock or knife or hatchet is just absurd. The best range that throw should have is 50 in this game. Throw is in reality a mid range melee skill. Currently expert knife, hatchet throwers competitions range about 10 to 20 yards.
A mage can currently has more range and much more damage on some skills than a scout. That is not related to real life so there can be no comparison. However with the mages other skills it has far more survivability than a scout.
There have been several threads about scout's range and the result was that a couple years back they cut the range of the crossbows even more.

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Thursday, March 5th 2015, 7:22pm

I guess thats what we get for suggesting fixes.
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Cike

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Thursday, March 5th 2015, 9:53pm

noony, you probably missed all the detection range discussion when you were away, so I'll just sum it up.

detection is designed to give scouts an edge against rogues in hide. detection effective range is ~150, which is the same range as throw/throw. since rogues now have decent ranged capability, any rogue with half a brain will, if they decide to engage a scout, use ranged first. as "sneaking" into melee is pointless.

as the rogue approaches scout, they open with t/ct at 150 range. at 150 range the rogue is out of hide, no help from detection.

simply put, detections only use in SW is killing truly stupid rogues and clearing out invis towers.

a buff to the range would make it actually functional as the rogue finder it was before t/ct was buffed and HAD to use melee.

not to mention the fact that scout has to manually target, while rogue has scout targeted entire time.

that being said, even a very large detection range won't stop the skilled rogues from ganking scouts with melee...

off topic: t/ct is is still unnecessarily strong as a ranged attack :/
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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Thursday, March 5th 2015, 10:59pm

detection > 250 range. (no focus cost. first time ive seen the "hide requires no energy so detection shouldn't" argument, and I agree)

range of all scout skills increased by 100 or doubled. Make them kiting gods does it matter? If they are a threat in siege war its only during burn (with which.... isn't much btw) and if they pop archer's glory they are basically immobile.

decrease throw to 100 (not 50... thats the range of a melee skill like shadowstab) and take that god awful skill "shadowstep" off the GCD. Its worthless as is. It has a range of... 100...

sorry went on a rogue rant. lmao.


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Thursday, March 5th 2015, 11:09pm

noony, you probably missed all the detection range discussion when you were away, so I'll just sum it up.

detection is designed to give scouts an edge against rogues in hide. detection effective range is ~150, which is the same range as throw/throw. since rogues now have decent ranged capability, any rogue with half a brain will, if they decide to engage a scout, use ranged first. as "sneaking" into melee is pointless.

as the rogue approaches scout, they open with t/ct at 150 range. at 150 range the rogue is out of hide, no help from detection.

simply put, detections only use in SW is killing truly stupid rogues and clearing out invis towers.

a buff to the range would make it actually functional as the rogue finder it was before t/ct was buffed and HAD to use melee.

not to mention the fact that scout has to manually target, while rogue has scout targeted entire time.

that being said, even a very large detection range won't stop the skilled rogues from ganking scouts with melee...

off topic: t/ct is is still unnecessarily strong as a ranged attack :/
I don't think detection range is very important in siege, except for one shot sieges.
With full honor gear and 200k Pdef, a lot of rogues don't really bother in hide. They just run around like tanks, with the exception that they actually hit like a real life tank and not like a knight tank... lol
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Cike

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12

Friday, March 6th 2015, 1:59am

I don't think detection range is very important in siege, except for one shot sieges.

yet rogue still has a 3 hit advantage over scouts with the current setup, which is an issue imho.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

This post has been edited 1 times, last edit by "Cike" (Mar 6th 2015, 2:07am)


Mamn00n

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Friday, March 6th 2015, 2:53am

Well I understand how "detecting" a hidden enemy would require focus, but it should be just as logically that an enemy trying to "hide" would require energy.

Likewise, scout is not a ranged class and shouldn't be classified as one due to it's lack of legitimate range over most classes in current status.
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14

Friday, March 6th 2015, 6:40am

I wasnt around back in scout days, so i dont know much about the scout damage formula and such. But, why cant they use the same formula for melee and ranged dps? just make it scale of ranged weapon dps and here we go. Also as you are at it make the bleeds scale off the ranged weapon dps totally agreed.

for the detection vs hide i would think the issue is T/CT do too much damage, in a lot of cases it would outdps a scout shot for similar gear wich imo makes no sense at all (prob comes more from scout been very weak then rogue been super strong tbh). i think if the damage was lower on those skills detection not been high range wouldnt be an issue. would also make sense to not make it cost focus kinda feels like warrior where you never have all your ressources at the start of a fight.
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15

Friday, March 6th 2015, 2:23pm

i'd like to see a buff for scouts , not only to their ranged dmg .. but what about better ammo? lol
rogues get nice purple daggers (or buy cheap whites) , and scouts have only white arrows.. why???





scout/mages are evil in siege :(! <3

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Friday, March 6th 2015, 3:45pm

i'd like to see a buff for scouts , not only to their ranged dmg .. but what about better ammo? lol
rogues get nice purple daggers (or buy cheap whites) , and scouts have only white arrows.. why???





scout/mages are evil in siege :(! <3
Because the people who program the game play as Rogues and hate Scouts.

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17

Monday, March 9th 2015, 10:32am

+1 to aardvark3

He hit it dead on. Truth is they don't want the scout detecting them and making their arses look like pin cushions. Hard for a rogue to be a :ninja: when a scout is :sniper: them. Anyone disagree? :lol:

Mamn00n

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18

Tuesday, March 10th 2015, 8:15am

perhaps just meld all of scouts skills into 2 skills? And have one that's Cd resides on attack speed.

"scout class skill" - scout general tab, uses 5 focus, range 300

It will do 100% dps at a base and increase by 600% per level, shoots 3 arrows, is an AoE (Shoots through target and reflects too nearby targets, also shooting through them), lowers targets magic attack by 1% base (+.5 per level), places silences, slows target by 45% (50% chance of bonus 25% slow), increases dexterity by 1% +1 (+.1 and 1.1 per level), increases ranged critical hit chance (respectively), increases bow damage, accuracy, and attack speed up to level 50 (respectively), etc etc.

"scout class buffs" - scout general tab, uses 5 focus per second
increases ranged damage (respectively to blood arrow, and arrow of essence), attack speed, ranged accuracy and critical chance, focus regen, and detection of invisible units unlimited range.
After the buff expires, it uses serenity resetting all Cd's on non-scout primary skills.

Turn all elite skill attacks into additions onto the "scout class skill" and simply change the border color upon -upgrades-
Likewise with all elite skill buffs addition to "scout class buffs"

I think this would be a good plan.

/not a rant, just a silly gesture - :borg:
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Cike

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19

Tuesday, March 10th 2015, 2:52pm

you forgot critical shin kick.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

20

Wednesday, March 25th 2015, 10:34am

total agreement that scouts are hated by someone. another item that needs addressed would be item set skills. 2 item set skills that produce arrows. these arrows are always nice until the next patch then they become obsolete. how about we un nerf scouts so that they may actually be included in runs. most classes are getting better while scouts stay as were and keep falling farther behind.