right now, the current formula makes scouts a sustained-focused class (burn buffs have less of an overall dps increase). however, their dps is laughable all around, sustained or not.1) ranged vs melee formula: changing over to melee formula only helps while maxed speed buffed. will actually nerf scouts in all other situations (hint: weapon speed)
still have the problem of non-existant burst. with the current meta of "burn or die", this doesn't help anything.2) simplest fix is adjust skill %
kinda. BA needs a good healer, and if it's a damage-intensive fight, healer may have problems. archer's glory can't be used in strat-heavy fights.If ranged stays, then atk speed buffs don't really matter still, and scouts have super limited burn skills (right..?)
if scouts just had an overall damage buff(like x2 for example), then you still have the problem of minimal burn potential, but you can be doing ok sustained. the problem with this(imo) is the fact that scouts don't have any really long lasting "CD" skills. highest is BA at 30 seconds, so we have the standard "burn" phase time. i would be ok with sustained dps if our buffs reflected that (for example, low increases, but longer lasting).If change to melee, seems like scouts would turn into ranged rogues and do high damage at safe ranges. but maybe not, cause they don't have many burn skills (right..?) so constant dps would be high, but burns would be 'meh'

just make scout damage to player different then the damage to mobs kinda like most crowd control skill that have a lesser duration against player. Say you double scout pve damage and reduce their damage to player by half, you dont change scout in pvp while improving scout in pve.NO matter how you look at it. I see the problem of if scouts get "fixed" then they'll be "OP" in seige and still do crap in instances

play scout.dont whine
play scout.dont whine
This post has been edited 1 times, last edit by "TWMXC" (Mar 31st 2015, 4:33pm)
anyways since u guys dont seem to be posting any math based evidence i took all of 20 mins and made a simple sheet. feel free to adjust yellow/blue boxes so you can see the relation of speed cds and their effect with both damage formulas. you guys seem to think changing over to melee formula is some magical fix. it isn't
https://docs.google.com/spreadsheets/d/1…dit?usp=sharing

anyways since u guys dont seem to be posting any math based evidence i took all of 20 mins and made a simple sheet. feel free to adjust yellow/blue boxes so you can see the relation of speed cds and their effect with both damage formulas. you guys seem to think changing over to melee formula is some magical fix. it isn't
https://docs.google.com/spreadsheets/d/1…dit?usp=sharing
you are comparing apples to oranges. ofcourse there must be some constant adjustment. by converting to melee with no adjustment, you literally just divided scout damage by ~3(depending on speed).
the damage formula fix does 2 things:
1) provides a burn damage increase due to speed buffs on par with other classes.
2) makes bow a semi-viable alternative to crossbows depending on playstyle.
i do not think you understand our proposal. we are not simply ctrl+c, ctrl+v'ing the melee formula into the ranged calculations. we are using the melee formula as a base to create a NEW ranged damage formula, just one that scales with attack speed on par with melee. (hence, using DPS vs. flat damage)
to truly understand the problem we are trying to solve, add 2 more cells, and calculate (scout_buffed_damage)/(scout_unbuffed_damage) and (melee_buffed_damage)/(melee_unbuffed_damage). you should see the issue fairly quickly.
can you please show the math?swapping over to melee formula gives roughly 10% more dmg during burn (which is what makes a class viable). like i said, no magical fix.

I think that's the point of this thread though.

All I can say is that the suggestions have been forwarded at least in any topics I've been here for and looking at a few notes, most of the suggestions that were given were forwarded in some way or another from before that. Whether a fix is coming or not, I can't say for sure because we just do not know at this point.Seems my post got deleted, however I was more concerned with whether or not GF has tried contacting or making the initiative With RW about a scout fix or saying that the class is simply broke and needs fixed? If not then I think it's safe to assume that GF doesn't care whether the class is fixed, correct? If they have allready contacted them, being as it's been over 3-4 years since the class has been deemed playable but not OP. I believe after GCH/Tosh hard the class went downhill fast.
Just curious is all whether or not they've contacted RW about any of the broken classes/skills... and If so if RW has contacted them back or are working on a fix? I'm aware you guys are pretty busy atm though with "server merges"

All I can say is that the suggestions have been forwarded at least in any topics I've been here for and looking at a few notes, most of the suggestions that were given were forwarded in some way or another from before that. Whether a fix is coming or not, I can't say for sure because we just do not know at this point.Seems my post got deleted, however I was more concerned with whether or not GF has tried contacting or making the initiative With RW about a scout fix or saying that the class is simply broke and needs fixed? If not then I think it's safe to assume that GF doesn't care whether the class is fixed, correct? If they have allready contacted them, being as it's been over 3-4 years since the class has been deemed playable but not OP. I believe after GCH/Tosh hard the class went downhill fast.
Just curious is all whether or not they've contacted RW about any of the broken classes/skills... and If so if RW has contacted them back or are working on a fix? I'm aware you guys are pretty busy atm though with "server merges"
If you could clarify, please.All I can say is that the suggestions have been forwarded at least in any topics I've been here for and looking at a few notes, most of the suggestions that were given were forwarded in some way or another from before that. Whether a fix is coming or not, I can't say for sure because we just do not know at this point.
Good questions, but here are some ideas.
Quoted from "Aqualink"
All I can say is that the suggestions have been forwarded at least in any topics I've been here for and looking at a few notes, most of the suggestions that were given were forwarded in some way or another from before that. Whether a fix is coming or not, I can't say for sure because we just do not know at this point.
If you could clarify, please.
Does GameForge want scouts to be fixed?
Do they know that there is readily available, cheap, and abundant ways of obtaining two-way communication? Technology has gone quite far from attaching parchment to a pigeons foot. Of which, this technology, can be used to coordinate efforts between the people programming the game and those who are maintaining it?
And lastly, who is really controlling where this game goes? GF or RW?
Not a rant, really, I'm just curious because it's pretty vague as to whose really in control here
i though the idea was to make scouts viable in runs not gods everywhere...
i didnt have time to work on the numbers, but i think something around those lines would do it:
1) change scout damage formula to be same as melee
2) increase their weapon mastery to 50% damage
3) give them 1.3 pa per dex and 1.2 pa per str ratios
4) make scouts skills do 50% less damage to players