Scout Class [Feedback]

  • You know, that 15% atkspeed on a Scout is significantly weaker than how it is for melee? For melee it would have been correct:

    1/(1-15%)=~ 1.176

  • after formula change maybe yes. a bit. but even if it is only 10% increase, it's 10% and multiplied with 18% of mana blood arrow, which is more than than berserk damage. even without looking at attack values / movespeed and so on (and btw the movespeed is an important thing atm in every instance... first hit wins)

  • Snipe

    -increases Snipe's crit hit rate chance

    btw regarding this.

    I would go further and say: If "Target Area" (ID 490464) is running, the Snipe will hit always critical.


    With that change, it could be more easier to balance scouts, whos damage is varying very much depending on your snipe.

  • You know, that 15% atkspeed on a Scout is significantly weaker than how it is for melee? For melee it would have been correct:

    1/(1-15%)=~ 1.176

    after formula change maybe yes. a bit. but even if it is only 10% increase, it's 10% and multiplied with 18% of mana blood arrow, which is more than than berserk damage. even without looking at attack values / movespeed and so on (and btw the movespeed is an important thing atm in every instance... first hit wins)

    Berserk is a 26.2% dmg buff but it increases your damage by more than that.

    Depending on how op your Gear is and of course depending on which class, you can expect it to increase your dmgvalue by 40% or more. Why does this happen?


    % dmgbuffs for physical classes work in a unique way. For example if you have 100k damage from Weapon but 10k dmg from gear and thus total dmg is 110k common sense dictates the following:


    110k * 1.262 = 138820


    However, dmg from Gear and also cards get considered twice. So for mainweapon:

    100k * 1.262 = 126200

    for Gear and cards:

    10k * 1.262² = 15926.44


    Total = 126200 + 15926.44 = 142126.44.


    Now this is not much higher than the common sense approach of 138820. But the more % dmg buffs you stack (Blood Arrow, Tamb, Berserk etc.) the more valuable the dmg from Gear becomes. This is why OP Gear on physical classes make a huge difference on final damage values.

    Therefore I prefer moncef approach to not compare % values you see on description, but final values that actually appear in scrut. Not saying I agree with his assessment but that is because I never played Scout in very serious situations because I know they suck compared to Rogues.

  • you can expect it to increase your dmgvalue by 40% or more. Why does this happen?


    However, dmg from Gear and also cards get considered twice.

    not for scouts. it's way less than for melees.


    And nobody is talking about the Focus buff of S/D which increase the base unbuffed attack value by a huge amount if you are buffed... but who cares :D


    Scout seems dead and weak. so. buff scout :D

  • Habe ich das richtig verstanden? Es ist nicht wichtig Schaden zu machen sondern nur schnell den anderen die Möglichkeit nehmen Schaden zu machen? ^^

    Also nach dem Motto: alle die die Treppe nach oben gehen laufen Rechts, alle anderen die die Treppe nach unten laufen gehen Links - damit es keinen Stau gibt ;)

  • Habe ich das richtig verstanden? Es ist nicht wichtig Schaden zu machen sondern nur schnell den anderen die Möglichkeit nehmen Schaden zu machen? ^^

    Ja. So funktioniert der Scruti (das addon sollte btw mal gelöscht werden xD)

    Je schneller du schaden machst und die mobs tötest, bevor die anderen überhaupt rankommen, desto weniger bleibt doch für den Rest über.


    Deswegen buffst DU dich, wenn dein stärkster Konkurrent sich auch voll buffed, gibst ihm ne Weltblende (Bildschirm schwarz) und mähst alles nieder. Genau so läuft es wenn mans drauf anlegt :D

  • I have a suggestion regarding S/Ch. Reduce its bonus from the piercing shot from 16% to 14%, but set the skill as a passive without the need to maintain it. Currently, S/Ch isn't a top-tier combination, whether for AoE or single-target damage, and it's also played at mid-range. I believe this change will liven up this combination a bit.

  • Thanks for recent Scout changes , they help alot.


    Any chance Autoshot and Hurricane Downpour ISS (494970) can be changed to be used together ? as of now you need to disable Autoshot to use ISS.

    Other idea would be to make Hurricane Downpour like Champ´s Imprisonment Pulse , that would also fix this.


    Greetings

    If you identify a UFO as a UFO , then it becomes an FO. Unless it has landed , then it is simply an -> O

  • you can already do that , if you enable Auto use area Skills without targeting (AU Setting)

  • You know the API for this? Since we dont use AU due different reasons.

  • Regarding to Scout/mage

    I think this class is not so good like in old days for magical gear. I dont know about physical scout/mage but i feel like magical class has weak sustain damage. I suggest you to make Fire Shot skill increase our fire damage by 20% for 20 seconds. And this skill should not be triggered again for 10 seconds after it ends. Skill ID : 1491038

  • New Nimble Hands extra attack chance does not count for Scout/Rogue´s Autoshot.
    can this be adjusted ?

    Greetings

    If you identify a UFO as a UFO , then it becomes an FO. Unless it has landed , then it is simply an -> O

  • New Nimble Hands extra attack chance does not count for Scout/Rogue´s Autoshot.
    can this be adjusted ?

    Greetings

    aswell , since S/R dot is actually kind of usefull now (thanks for that <3)


    Can 493253 be changed to apply the dot with other skills aswell ? would give this class some unique identity of being a DoT Scout.


    Also some others ideas


    - let dot trigger extra when certain Skills hit the target that is allready under the Effect of the DoT.

    - Include DoT debuff in Deadly poison bite extra damage portion ( same as vamp arrow)


    Greetings

    If you identify a UFO as a UFO , then it becomes an FO. Unless it has landed , then it is simply an -> O

    Edited 2 times, last by Cruvor ().

  • Hello,


    On the Scout/Warden the level 70 elite Skill (Forest Guidance (499575)) currently reduces the travel time of the snipe. I would suggest changing this skill, my first idea would to change this skill to a new passive that increases bow damage. Another idea would be to change this skill to modify Savage Power (493406) to also give either pdmg or range dmg.


    Greetings,

    Xaiza

  • Hi ,


    about Snipe:

    i ran endcontent ( orkham for example) as scout alot in last weeks , and i have made the experience , using Snipe in 99% of scenarios is a Damage Loss.

    Played alot scout/rogue without using snipe once , and had much better result overall.
    Atleast for me i have the impression now , using Snipe on any Scout that doesnt have an instant Snipe (like s/d) is a wasted GCD.

    Problems i noticed:

    - Cast Time is too long , even with guitar and curse runes

    - Damage is comparable weak with how long it takes (other classes have instant skills that hit way higher with lower cd)

    - Set Up for a "Proper" Snipe takes to long , eg Scout/Rogue and Scout/Warrior.

    Would love to see some changes regarding this issue <3


    Couple Ideas what could be done from my site:
    - Small cast multi on snipe

    - Fix Scouts "on mob hit" buff rota , as with /rogue and /warrior for example

    - Revamp lvl 99 ISS "Reduces Snipe cast time, when essence arrow is active" or similar

    Would also love to hear from other Scout players how they see this situation.

    Greetings

    If you identify a UFO as a UFO , then it becomes an FO. Unless it has landed , then it is simply an -> O

  • I also agre with Cruvor. Targeting makes sense only practically on S/D, possibly under certain conditions on S/Wd - although even here it's often worth skipping targeting in the rotation. Similarly, the skill on S/D " Casting Curse" ID 494040, which has a long cast time and despite having a high criitical hit chance, is practically useless when played in rotatnion.

  • I feel same as Cruvor and Ramer,

    Especially with Casting Curse ID 494040

    I also feel like this skill is a bit of a waste in a Rotation tryed it without and with the skill and feels like it should have lower cast time or also cast time removal since in the time I cast it I could do 10 hits which is why this skill rn rly feels like it is useless

    • Removed Snipe extra range to allow it to get maximum benefit from Distant Friend, changed it to inflict always critical damage, removed flat skill damage, changed it to increase your physical damage by 8% for 10 seconds upon hit.

    Thanks for buffing scout's Snipe skill. But i wish you changed scout/mage and scout/warlock's snipe to make it increase magical damage by 8% also

  • Hey,thanks for the buffs ^^ just wanted to adress something regarding Skill(ID 499583) on Scout/Druid,all changes are good so far besides this one, i cant understand why we needed this skill to gain a AOE to manually press,it kills the rotation inside burst since most skills are designed to come out very fast and at this point building in a aoe while having a class that is designed to do very many hits with as much attack speed as possible just feels completly wrong.Its nearly impossible to use it now since we would need kill a lot of time for pressing and aiming this aoe since it is extremly tiny while also wasting a lot of potetial time where we could do 10 other hits inside this window again...


    Suggestion would be make it aoe but same way as Skill (ID 490400) or as Skill(ID 490457) so that we dont have to use a tiny aoe on moving bosses while trying to burst...


    also it feels like the skill sometimes buggs out (hdo,necro etc...)


    would be glad to hear from other Scouts and how they experience it rn.