The scout/mage combination is a joke in its physical form. It lacks both adequate AoE and single-target damage. Please increase the physical damage
Posts by Ramer
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Hey! I'd like to address the issue regarding leather equipment. Overall, I'm satisfied with most of the balance decisions that have been recently introduced. However, there are some issues concerning combinations that are not playable, as well as the use of classes in general races.
Firstly, leather equipment does not allow us to tank. In magical or spiked equipment, there are combinations that are typical tanks, but in the case of leather, we have not yet received the possibility of tanking instances.
Another issue is that the scout has a higher passive strength bonus than dexterity. I don't fully understand this decision because although we have a dexterity bonus in leather equipment, in reality, we passively gain more strength. Now, creating, for example, s/w with additional spiked equipment with a passive skill for strength, it will be clearly stronger in spiked equipment than in leather. A similar strength disparity occurs in s/m, where as a magical DPS, I am stronger than in leather equipment.
Merkur noticed before that there are the least leather combinations. I previously suggested the possibility of tanking or playing as a mage in leather equipment, but unfortunately, it didn't go in that direction. Leather buffers are also not competitive in races, and some combinations, such as s/p and s/b, are practically unplayable, just like s/k.
I don't understand why leather equipment is overlooked in subsequent updates. I propose increasing the passive dexterity bonus and reducing strength. It would also be nice to revamp s/k, s/p, reduce s/b damage, and instead add skills that give bonuses to players in the party. I would also like to be able to play as s/wl in leather equipment, so perhaps you could also provide an additional option to play as a mage or in spiked equipment on par with basic combinations.
Greetings
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Hey!
I have a request for a new approach to S/K and S/P. Both combinations are unplayable; they're not good buffers, nor are they related to tanking instances or DPS. Additionally, it would be nice to give some minor buffs to S/WD and S/W. I think an overall buff of 3-5% to damage would help balance the scout class.
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Hey!
I have a request for a new approach to S/K and S/P. Both combinations are unplayable; they're not good buffers, nor are they related to tanking instances or DPS. Additionally, it would be nice to give some minor buffs to S/WD and S/W. I think an overall buff of 3-5% to damage would help balance the scout class.
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I agree that currently S/D disrupts the balance because it's too strong. Additionally, M/R should also be nerfed because together with S/D, they're just too powerful.
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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...
Or just remove the AOE entirely while keeping other changes since this skill never even needed it
would be glad to hear from other Scouts and how they experience it rn.
The skill can normally be entered in the kitty combo - I've only noticed that in the English version, it works fine, while in the Polish version, this skill and combo shot don't work correctly
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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.
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Hello,
Our team decided to disable it since lately it caused too much advantage of temporary power, making it unrealistic and creating too big gap between no-script users.
Change was declined when suggested years and months earlier, but nowadays it was decided it's the time.
It is like you are fighting boss and trying to change your socks to alter poison dmg in middle of getting hit.
Greetings
Hey! Honestly, the example of changing socks and a hat over your head doesn't convince me as an argument for removing the ability to change it during combat. I don't understand these explanations. Many players have already written that without this function, several combinations cease to exist. What will you do next, ban changing weapons? Lack of food during combat or strengthening skills? The title in this whole game between scripts and non-script players is the least of the problems. And although I only use KittyCombo, I can manage to change titles during combat, etc. I never saw a problem with that. Don't take away from us the fun of solutions that actually make this game interesting because ultimately it will just turn into mindlessly pressing '1'."
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B/S
Testing B/S, I noticed that even after the planned changes, there will still be a bit of a lack of damage for this character. I suggest adding some ranged damage from 23.8% to 28.8% (Skill ID 1491120).
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The arrow crafting function isn't working for me - please fix it
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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.
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Please add the option to purchase arrows/bullets/throwing knives, or increase the number of ways to obtain these items. It's a bit frustrating that there's such a small amount available, and some combinations practically need three times as much to complete one Orkham run.
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Referring to this, S/D is the simplest Scout combination currently in the game. Thanks to the bonus to range and additional damage, good positioning brings very good results. Playing S/D, S/M, S/W, S/R, S/Ch, and S/Wd, I see that S/D is the strongest combination if the player can position themselves well. Why is that? Well, high firing rate + a lot of damage (only S/Ch has more, but there the attack speed is lacking), simple mechanics that don't require much thinking. This combination draws the most from the bow or crossbow during maximum shots, mainly focusing on a single target, although in AoE with a large group of enemies, it can handle itself well. The only challenge is to sense when to use the explosion in an instance and when to wait. Only S/R currently truly keeps up with it. As for competing with other classes, in Guild Runs, not only my S/D hits hard, but other players without t18 weapons also perform well compared to other classes. Overall, only M/W seems to be able to outclass me in damage.
S/D has a higher raw attack speed, meaning its Joint Blow has a lower cooldown (1.30 seconds), and its other skills also hit slightly harder (although the benefit isn't huge because Scout benefits less from attack speed compared to a melee classes).
Agree with most of your calculations and suggestions except for one fundamental point. You downplay the attack speed of ranged weapons, even minimizing the additional 15% that makes this difference and is the foundation of this combination. Remember that the Scout's DPS includes, among other things, the multiplier of the attack speed of the weapon, and in S/D, it's +15% compared to S/W. If there were runes for the attack speed of ranged weapons, you would see this difference perhaps more clearly.
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Referring to this, S/D is the simplest Scout combination currently in the game. Thanks to the bonus to range and additional damage, good positioning brings very good results. Playing S/D, S/M, S/W, S/R, S/Ch, and S/Wd, I see that S/D is the strongest combination if the player can position themselves well. Why is that? Well, high firing rate + a lot of damage (only S/Ch has more, but there the attack speed is lacking), simple mechanics that don't require much thinking. This combination draws the most from the bow or crossbow during maximum shots, mainly focusing on a single target, although in AoE with a large group of enemies, it can handle itself well. The only challenge is to sense when to use the explosion in an instance and when to wait. Only S/R currently truly keeps up with it. As for competing with other classes, in Guild Runs, not only my S/D hits hard, but other players without t18 weapons also perform well compared to other classes. Overall, only M/W seems to be able to outclass me in damage.
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I'd like to share my opinion regarding certain Scout classes that need some buffs, particularly S/D, S/Ch, and S/W. as well as 1 change to Snipe as Whole
"S/D is strong, S/W needs a cosmetic change; I think Reflected Shot would be okay, the rest is a bit too much. S/Ch, yes, it needs a significant buff. But I want to draw attention to S/Wd, which also needs a slight buff, S/P, which doesn't fit into any party, S/K, which is unplayable—neither tank, support, nor DPS
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I want to share my experience regarding chain classes and leather classes.
I played Leather last week
Scout/Rouge
Scout/Mage
Rouge/Priest
Rouge/Champion
Rouge/Warrior
Every rogue class except rogue/champion with katana and 2 daggers
It's like Moncef said it's very easy to do a lot of damage. Each of these classes has a good substain in trash. And the boss damage is good too.
#1 [R/W] even on the boss he was good
[R/P] - which was recently buffed a bit performs wonderfully a bit weaker than [R/W].
[R/CH] - very good in singletarget substain and burst (second class behind [R/WL] I would say. Trash is okay and has a great CC.
[R/B] - Good burst dmg slightly weaker than [R/CH] but stronger in trash substain (the speed of the group plays a decisive role here).
[S/R] - good trash substain and boss burst dmg was good for me. [R/CH] [R/W] [R/P] [R/B] others seemed a bit stronger to me overall. In summary, there is nothing wrong with the class.
[S/M] - Good substain and aoe fullburst. Okay dmg on the boss.
Okay for me.
My favourite was the [R/P] and the [R/CH]
I like the gameplay and the mechanics.
Now for chain classes
I like to play warriors almost exclusively in the ini.
In our inigroups Darkcore as an example are 2-3 scouts mostly and 1 Rouge 1-3 mpds of magecombinations like [P/S] [M/P] [M/R][M/S] [S/M] [M/WL] [M/W]<- (i will get hate for this but i think the substain is a bit too high) ps. it is not that expensive to build buff gear or the difference from 100k buffgear to 300k buffgear is not immensely high -> dmg should be higher than other mage dmg but not outreach everyone.
But let's leave that aside for now, as the topic is a different one.
In these group compositions I have some problems keeping up as a warrior, I have to push a lot and play aggressively, which doesn't rule out deaths. And even with alternating target I benefit almost 0 in the trash from bleeding with spear or katana because the mobs die in <2 seconds.
There are only 3 classes I can keep up with in our setups in 12-People Inis that is [W/S], [W/B] and [K/WL] (which I almost never play because I find it boring.
[W/Warden] is ok in trash in boss i got outdamged(overall below average)
[W/BARD] good burst trash dmg and good substain in singletarget and in fullburst boss i get caught up by the other dds (overall okay)
[W/S] the biggest advantage in our runs is the fast damage which is also comparatively high and the possibility to attack from a distance but playing the class with different weapons depending on the sitaution (spear,katana,1h,shield,2H sword) is annoying and I have to make a lot of effort to keep up.
The bleeding of the warrior, especially if you play with spear and have dealt with the scaling a bit, is strong yes, but there are not too many situations where you can make use of it, at least in our runs.
I don't think there is a need to reduce the bleeding.
Unless you design it in such a way that bleeding is completely omitted and instead buff the normal attacks of the warriors.
But 100% support the opinion of some players that bleeding should stop doing damage when the target is immune.
Warden
Warden is not that bad but way too slow in our parties in 12-People Inis. I think it can stay that way though as they are strong in not too fast parties and 6-People Inis except necro.
Champion
As a champion I can't keep up either overall in our 12-People Inis he's not bad but it's complicated and I have to work hard to get any damage at all. The best choice for champion is [CH/WRD] and [CH/R] which get weaker the faster the run is. [CH/P] could still be good, but it definitely has a singletarget problem with damage.
Buffs from Warlock
I would like to address another weak point.
As a melee fighter you get very little support from the WL in trash if he is not well trained. Only rarely a surge, soul seal, SA and wisper buff (normal trash no pulls) because the support is mostly given at the range dps. Maybe you should rethink the range of buffs.
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I would like it if rogues do more damage when they play properly with the katana than with 2 daggers (Offhand Murk)
"nerf Rogues offhand damage (Offhand Mastery) from 48,5% to 40%"-Blackkid
would be a good solution.
[W/S] and [W/B] are good as they are I would say.
Unfortunately, the other Physical Dps warriors are not really playable in our parties.
I disagree with the opinion that a properly used katana should deal more damage—because you force players to play with it, and if that happens, daggers will be useless. For me, the solution is not a nerf because, as you write, it is really weak, but rather setting up two classes with a buff for the katana. There is already a skin outflow—I have not seen anyone wanting to exchange, for example, magical equipment, and such behavior will only exacerbate the problem.
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As I play as a scout, more and a rogue, I will allow myself to express my opinion on the subject - katana and dagger.
So, changing anything will destroy the current balance, which in my opinion has been the most stable for several months. Katana is better than daggers on r/wd and r/s, and at the same time playable on the rest of the combinations. End of story - it doesn't need buffs and combos because it will exacerbate these two classes. As for r/wl, r/w, or r/m, which are supposedly so powerful, yes, they are strong, but r/wl performs best on Nom, WB, and that's where its power ends because it lacks AoE damage (except for one skill). Therefore, this class is unique.
R/w, supposedly so powerful - take classes that are typically strong in AoE (s/m, b/r, b/ch) and see how well r/w will perform - it won't impress you, and it will even look like a support class. R/w can wreak havoc when it has time to unfold, but when it doesn't, the class is at least good if not average.
Just as katanas, daggers also have their place in the game. Don't impose katanas on all classes just because you want to. Diversity has its benefits. No one forces a gun on scouts, and it could be done (I won't comment on bows and crossbows because they are rotational weapons, and in most combinations, it's good to have both a bow and a crossbow). In summary, the katana is strong, and it seems well-balanced. It allows achieving powerful results on r/wd, and with perfect gameplay, it's not much weaker on most rogue combinations.
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Hey! I request a change for the B/S combination. Unfortunately, it is a weak combination, practically finding no place anywhere. The single target performance is tragically low without sustain; when fully unleashed, it's even worse. Regarding AoE, it performs poorly without sustain, and with full unleashing, it's average to good. Overall, the class needs significant changes, or you might consider reverting to the old B/S, which was a quite competitive combination. Best regards!
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I have a suggestion regarding B/Wd - it's a rather average class (at least in leather armor). I propose changing the skill 'Art of War' (ID 149169) by adding an 8% axe attack speed increase to it. Additionally, I would change the 'Haste and Blood' skill from 5.2% Dexterity to 15% - currently, leather equipment is already statted at 6-0 / 5-1, not like when Bard was introduced at 3-3.
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I don't know why, but these changes to the rogue are quite disappointing. I haven't seen a rogue diverge so much from the rest before. Nobody was talking about this, but I understand it's 'how you wanted it.' If you listened more to the players instead of doing your own thing, the balance would be much easier and enjoyable. The title for 5k coins is useless; I understand you'll give it to every rogue who bought it on purpose? The changes have disappointed me a lot - in my opinion, you're making silly moves. Nerfing the title, the skill set for weaker rune benefits...
Once again, people will be forced to play with a katana, which doesn't suit everyone and becomes the only right choice. Amid the eternal battle, Premeditation is useless - please fix it. The katana and the skill, which are easily overlooked in textures and constant movement, are hard to notice, and the sound is just annoying - maybe you have a better idea for this (like the character gaining a strong, visible aura)? You're ruining the enjoyment of the game
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I really don't mind if individual classes with unique equipment were a bit stronger. But with what has happened now, the slightly stronger classes in a similar eq make a 50-70% difference. With an eq difference of 2 degrees, it's still a 30% difference. This destroys the balance a bit and will end with everyone wanting to make the strongest connection. It's hard to achieve a stable balance in this type of game, but the discrepancies are really too big at the moment.
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Ok, play against a Knight/warlock with full matched gear for the class and you will see the same dmg. This game is pay to win, thats how it works.
And not every player has same dmg with mage/warrior. It is about our str cloth gear. If we spend too many diamonds to make a powerful str cloth gear, our dmg should be high. We are simply making 2 gears to play mage/warrior. Why should we spend so many diamonds if our damage will not be high ?
The argument that two sets of gear equal the highest damage doesn't convince me because creating high-level gear often costs more than weaker gear, even when considering two sets. Yet, M/W still deals 30% more damage in much weaker gear. Even before this enhancement, this combination was dealing massive damage, but what a skilled player can do with it now only reminds me of the first R/S changes when it was doing 90% of all damage in instances just for laughs. I don't play a mage, so I don't know what can be changed to make it more balanced with the other classes, but if it stays this way, in a month, we'll only have M/W in instances, nothing else.
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Hey!
After yesterday's class changes, it seems to me that m/w is "a bit" too strong and doesn't fit into the current class balance.
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Okay, thanks for the explanation; I understand now