Heyo ,
First of all i wanted to say Thanks to the DEV/GM Team for making this Class Balance so diverse(even tho i have mixed feelings about some buffs/nerfs) . From (nearly) every Class combination there are 2-3 or more combinations viable in InI runs .
I personally find it sad that the Champion is still so overpowered (from an Overal Scruti Perspective) and is still obliterating Trashmobs in every Custom Instance . And it was not made better that now are 3 (from what i have seen so far) Champion combinations that strong.
Scout:
I do not like the Changes made too Scout aswell because i feel like the core task a Scout has(Singel Target Bursting) was heavily nerfed with the changes to Warlocks Soul Seal and Knights Authoriative Deterrence
( i know these changes are overall better for the whole Group but indirectly nerfed the scout because he is heavily Support dependend ) .
The Adjustments/Buffs the Scout got directly are nice no questions asked but overall cant compete with the indirect nerfs in my opinion .
I can understand that you want to reduce the Scouts burst Potential because it was too high , i agree on that , hitting
150- 400kk Snipes in Custom Instances was way too high but i feel like the adjustments made where too much because now we are at maybee40-75kk Snipes ( havent tested everything regarding that but thats an average i saw from me and guildmates)
and you get Out DPS´ed by nearly every other Class when Bursting a Boss. As i said before that just missed the Point of the core task of a Scout ( in my opinion).
I feel like with the Classbalance the Overall Scout was pushed more into the Trashclear Side , eventho he cant compete there ( not even close) with e.g Champions Wardens or Warriors. ( One example why could be because the overall Leather Classes are lacking Patk compared to Champions Wardens or Warriors)
Scout/Rouge :
I like that the idea of Sapping Arrow giving some Patk but i feel like the 6% are a little too low.
Scout / Rouge is probably the best subclass to profit from the Changes too Piercing Arrow and Reflected Shot so good change there .
Scout/Druid :
The removed Cast Time of the Snipe and the "extra mini Snipe" Curse Bringer makes the Scout Druid an really interesting combination and in my Opinion the second strongest subclass at the moment.
The missing Patk from the Offhand is "compensated" with the Focus skill , but i feel like 50% are not enough to compete with e.g the /rouge and i would suggest changing the 50% to 75-100%
Scout/Warden :
The /Warden probably profits the most from the Increased Shot damage here but at the same time the Entling Offering was a bit nerfed so :D. Also the 10s Charged Chop are a really nice Thing . I personally do not like to play the /warden because it feels too cluncky but it is a nice adjustment for all the /Warden players out there
Scout/Warrior :
The /Warrior has everything all Scout Classes should have/get but at the same time is missing everything a Scout Class has/should have . With all the selfbuffs the /warrior has overall the most Patk / can reach the highest Patk but at the same time is missing good AoE skills . Vital Reflection is trying to counter that missing AoE a bit but too be honest at the current state of the Game most trashmobs dont live more then 2 seconds so the "extra Reflected Shot Damage when the Target is under 50% HP" is basically useless because the trash dies too fast .
With the Changes to the skill Breathing Obstruction and the reduced Cooldown of Snipe to 10 Seconds i would suggest to lower the cooldown of Mana Drain shot also too 10seconds to not make this skill too cluncky to use
Greetings