Posts by Ramer

    It seems if you ask Lutine , Scouts are just fine not need anything to change, only s/k to be tank ,all others is just great ....... maybe even nerf right Lutine ?

    I am not expressing my opinion on the S/R combination because I rarely play it, really rarely, but it's because I don't like its mechanics. I rely on the knowledge of other players who play this combination more often. I don't think that Lutin wants to nerf or forcibly weaken any combination.

    Regarding the changes to the Scout class:

    S/WL - I would like it to have a similar mechanic to S/M, where I play as a physical DPS. I'm not blaming, but it's hard not to notice that leather armor doesn't have the possibility to play as a mage or warlock, while magic classes have two connections with leather. Therefore, allowing S/WL to have a physical connection would be a nice gesture towards Scouts.


    S/M - Still needs balancing, I'm not talking about weakening MDPS, but about slight adjustments to physical scout/mage.


    S/B - I would leave it unchanged, as it works well as support and is also capable of dealing moderate damage.


    S/P - I suggest reworking it into a typical DPS, it could even be a second Scout drawing damage from an element, such as water. Currently, no one plays S/P due to the nerfs and S/B leaving the game.


    "I wouldn't want S/K to be a tank, there are many tank combinations to take away from leather armor - which already has the least combinations among the DPS classes. I would see S/K as a crossbowman to make more use of the crossbow, the bow has a lot of combinations while the crossbow and pistol have only one useful one. That's why a crossbowman who has a long cast time for skills but has powerful and very accurate shots could be a good fit, and the cooldown between skills could also be extended for "loading shots"."


    S/Ch needs some changes, and I would start with the most annoying one, which is the joint strike. I would increase its range from 50 to at least 160.


    "S/W seems to be fine and I wouldn't change it. As for S/D, I haven't tested it after the changes yet, but I don't think it will need any modifications."


    "S/R - I get annoyed with buffing using offensive skills, I definitely prefer passive skills with a specific cooldown so I can go into battle with full power from the first shot. But I would leave that to more advanced players on this combo :) C... :)"


    Bard/Scout

    • Changed Archer Rune to be triggered only with single target skills, changed triggered attack to be Soul Gale spell instead.


    You understand that B/S was only strong because it could hit an AOE once every 3 minutes and make up for what other classes lack in instances. It doesn't perform phenomenally on a single target, and now the only AOE skill won't work as it should. B/S, in my opinion, should have a shorter cast time for skills, and you're not taking away the mechanics that allowed it to catch up with the rest of the raid (because it also needed a large number of opponents in the range of the skill). Super change, certainly much needed and justified - not just silence.

    I see that the people responsible for character balance carefully read the forum and analyze it with what they want to do, s/d nerf even though it did not perform exceptionally well on equal gear and buffs compared to several classes that are currently not being touched, still having weak combinations of the rest of the connections of Scout and several completely unplayed connections. And of course, changes without justification. Once again, you only confirm that balance is a bit of a challenge for you

    I didn't say that something is wrong, you just misunderstood my English. I meant that it makes the s/d hit harder and then get nerfed. As for the change from speed to dmg, in a normal flight the fact only loses the physical attack (you know how s / d works so I won't explain it) it does not lose, but it will be very noticeable on full fire.

    He'll make a joke.


    You go k/wl and then the nerf scout S/D! xD

    Scout/Druid

    Increased Archer’s Agility attack speed to 15% from 8%.

    Reduced Boiling Blood damage gain to 18% from 26.5%.


    Can you explain to me where this change came from? Currently, this is the only connection on which I am able to compete with the best connections of other classes, despite the advantage in the eq tier and card values. After taking the damage, he will start to stand out a lot on maximum fire - by taking damage, you also take away the physical attack on this connection. Currently, there is a problem when you go to measure e.g. wl/s or m/s, I think that there are many other connections with which it is impossible to compete in general. When it comes to why this connection is most often chosen by players - the answer is simple, because it compares very well to other scout connections. The weakening of leather connections currently does not make sense because they are average compared to other cash registers. You have to catch up with the tier of weapons and eq. You want to encourage the game with other scout combinations, then finally rebuild s/k, s/p, buff the already forgotten s/wd, and s/ch. Tweak the s/r buff mechanics a bit and there will be different scout combos right away. (I won't mention the rogues because it's generally bad there, b / s also needs a change.

    I have some ideas for some classes:


    R/B - skill 1491233 in addition to the physical attack, I would add there additional damage from the wind element 10-15%.

    B/R I'd add a skill that removes the rogue's second hand passive damage reduction.

    R/P - I would add a skill that increases water damage 8-10%

    B/S

    I propose to reduce the casting time of the skill "Killer Arrows" ID 1491119 from 1.5 sec to 1.0 sec, additionally I am asking you to reduce the cooldown time of the skill "Windstorms of Souls" ID 1491121 from 15 sec to 12 sec. Greetings

    Hi!

    Is it possible to increase the space in the game for created macros? In general, when you play on many connections, you need a little more space for all these extras.

    Unused Classes (Leather)

    We currently have s/k - s/p - r/k connections that are not playable in any form - buffer/tank/dps. maybe it's worth going back to balance and dealing with such connections.


    In addition, after s/wd tests, it turns out that this connection, as well as s/r and s/ch, need a slight buff. Still, s/m with magic eq is much better than in physical, not only that s/m (magic) is the strongest combination of the scout.


    Greetings

    B/Ch

    Hello! After testing, I still think that this connection needs a little strengthening. Players with a lower eq (2 tiers down) and with a significant difference in cards on other melds do similar damage as this class. I suggest removing off-hand weapon damage reduction.

    Greetings

    I agree. There are a lot of combos that people don't go through that do decent damage. In the skin of B/ch, B/S, most scout calls, or even R/Ch, R/D, are calls that deal quite a lot of damage if someone plays them. Currently, I see the magic finish on wl and in my guild you can see that this class has a lot of potential. It's hard to say what really is the strongest because most things depend on the chosen team.

    Hi!


    Once again, I will ask you to change the two scout connections S / P and S / K which are still useless. S / P has long been replaced by S / B which deals more damage and has more useful buffs, and S / K I do not know what this combination is so far, because it neither refuel nor buffs about the damage.

    Hi!

    Am I the only one who has a problem with the Rogue's survival during the fight in DC (especially between the 4th - 5th boss). Neither the title can do it, the hp pot and with Rogue reduction I can still die from AoE damage.


    Greetings

    each class has its own Silence skill or the ability to stun or break cast this ability, you can try them (you can also survive by staying behind the Tank)

    In the case of one goal, I have no problem :) I use silencing skills, I mean situations where I have a group of mobs - it rarely happens that in our flights single mobs are taken, rather the tank gathers groups :) But thank you for the hint <3

    I do not mean a buff (if only I have such a thing), but I am curious if I can still do something to survive, or at least I can play somehow without title changes (which do not need to be changed in distance classes) :)

    Hi!

    Am I the only one who has a problem with the Rogue's survival during the fight in DC (especially between the 4th - 5th boss). Neither the title can do it, the hp pot and with Rogue reduction I can still die from AoE damage.


    Greetings

    Hi!

    Looking at the results of your flight, I have mixed feelings about whether the warden is so powerful. I can only compare my guild flights and looking at the average results, I would think that the warden does not need any changes. Of course, I can be wrong, and it can only be checked by some kind of joint rally.

    And I don't mean that someone is beating badly, it's just that in certain team settings some clans have time to accelerate and in others not.

    Greetings