Consider adding a shield to the S / K, as currently this class will have a hard time reaching the right amount of physical defense,
Posts by Ramer
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I am also curious about these changes. I have an idea to make a buffer scout which will depend on the dmg, because so far s / b changes or the s / p game does not make sense on the strongest eq because there is no profit for the team from this, and dps remains as it was supposed to be, i.e. good, but not enough to compete with the best connections
I am curious about the opinion on s / wl, since it is strong (I tested a few weeks ago) and no one can play it, give this connection to a physical, and balance the mages to play mages, warrior a warrior, etc., because the current changes only introduce confusion and break it balance.
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to sum up
s:
r, ch, wd can play as dps but they will show their possibilities only with a lot of support (and there are stronger classes anyway).
s:
b and p are support
s / k nice change to tank
s / w the only connection currently competing everywhere
s / wl magic
s / m hybrid which from the beginning on eq magical fares much better.
The first assumption about increasing a ranged weapon was better because although the buff was global, it was.
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It's not fair that magicians can do a lot of damage with and without support, and the rest is backwards in this respect.
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I tested s / wd on KS, HOTO and ROFL and only on ROFL it is worth something, although taking into account other classes it is average against the background of magic connections.
S / Ch is great in a large support group, unfortunately on 6-man instances, magic calls do much more powerful damage.
S / B as a good DPS? Seriously? I don't think your tests are objective.
S / P as a good dps? ConMost average but with a very good eq. Currently, it doesn't even work as a support after the nerf.
From what I can see is a magic bard or magic connections have a good balance, I see a problem in scouts or rogues but maybe because I play it much more often than you?
Regards
i don't know how do you expect a balance for these classes in both kalin and rofl at same time, but let me clue you in; burst classes are not designed for early runs of last contents. kalin is not providing you any big attack boost, so burst classes will never work better than sustain classes in kalin except strongest ones. logic is simple: sustain classes have their 90% damage whole time and they have plenty of time. burst classes have their 100% damage every 2-3 mins and they suck if they cant kill EVERYTHING during that buff duration. so in an instance where you can't kill whole room in single burst, your burst class will suck, this is something that is not fixable logically. if you think s/wd is bad in kalin and needs a buff just because of that, just dont play it.
when new instance will be released, sustain classes will be king again for 3-6 months burst classes will be competing with them once they finish gear. this worked same since eternity and there is literally no logical way to fix this without making every single class in game work in same way. some classes should SUCK in certain times. once you get your next instance gear, your s/wd will be fine in kalin. i would suggest to wait that day patiently as all other burst classes.
cheers
Well, magic classes are doing great on 12/6 person instances so it's cool, I fought for a scout to have the same mistake? I can see that the only thing you can write about with magic players here is only about the buff of their classes because the rest for them does not count and they are just trying to spoil the balance
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Hello,
S/CH
no buff needed, its basicly like a warrior scales with more support very good, and with only a wl/m its decent.
S/WD
Strongest aoe class on scouts already(together with s/ch in a strong group) i dont think we need to raise that potential even more with the entling change.
S/D
Good change but i think you should also increase the Skill ID"494529" to 40% or 45%
S/B
It does decent dps like every scout so the increase of the support skills are very good and you can play it as a g2 dps fine and support the group very good. Its not useless because S/P is the same position it can do good dps but not in the main group, its rather used as a support-dps class.
In general leather is in a good position right now(with some combinations beeing very strong, like s/w) and everything i tested was with people who have better or equal gear like me.
Kind Regards
Jockels
I tested s / wd on KS, HOTO and ROFL and only on ROFL it is worth something, although taking into account other classes it is average against the background of magic connections.
S / Ch is great in a large support group, unfortunately on 6-man instances, magic calls do much more powerful damage.
S / B as a good DPS? Seriously? I don't think your tests are objective.
S / P as a good dps? ConMost average but with a very good eq. Currently, it doesn't even work as a support after the nerf.
From what I can see is a magic bard or magic connections have a good balance, I see a problem in scouts or rogues but maybe because I play it much more often than you?
Regards
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Okay, now that we're withdrawing from buffing the scout as a general class, I propose to change to
S / D by increasing the skill ID 494327 from 21.2% to 29.6%
S / Wd skill ID 494038 from 50% to 65%
S / B is to be rebuilt because, as already mentioned, this class is useless, just like S / P
Thanks for the changes to S / K, it will be fun to play with a distance tank, I think it's an interesting option
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s / wd and s / d need reinforcements. s / r needs a buffing change in order not to derive it from hitting but firing, s / k is a non-gaming combination that needs a major shift. adding ranged weapon damage is the easy going that will give you nothing but frustration for other classes
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Hello
CH / B currently has too strong aoe compared to other classes, additionally with a strong single target and the possibility of refueling, it gives a strong connection.
I on s / wd, s / w did not have an approach to this connection.
Single target ch/b is not really strong, and aoe gets a heavy nerf which i think is a bit too much. I think the Problem about ch/b is that you dont even require anything else than your mage gear too tank rofl AND deal massive damage while tanking.
It's not much less than the damage s / wd, so I guess they are too much for a class that has exaggerated aoe
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Hello
CH / B currently has too strong aoe compared to other classes, additionally with a strong single target and the possibility of refueling, it gives a strong connection.
I on s / wd, s / w did not have an approach to this connection.
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There is 1 second cooldown in the skill description, in fact the skill has no cooldown. Please change.
Cooldown indicates its frequency.
Greetings
there is no recharge of 1 sec in the skill. There is a second of recovery in the description, but in fact it is not
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There is 1 second cooldown in the skill description, in fact the skill has no cooldown. Please change.
Cooldown indicates its frequency.
Greetings
Well, I can still use the skill more times for 1 second than once. So still the skill doesn't work as described
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There is 1 second cooldown in the skill description, in fact the skill has no cooldown. Please change.
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about new stats
they buff everyone... expect leather class is it intentional ?
as leather class player idk what to do in game from hoto/ks i dont have new stats now again i dont have new stats
this is not funny :] i know lot of ppl who stop play bcs of this
Leather classes get more (relevant) stats out of the new card system due to their dual str/dex scaling compared with cloth or chain classes.
Your knowledge of leather classes is close to zero ... The classes don't have one 3x3 stat, to get the best stat you would have to have a different eq for each link and that goes for scout and rogue. Additionally, as you said that the cards give a lot more is also wrong. The cards provide strength and dexterity, but the point count is smaller than with intelligence or wisdom. So please don't say stupid things on the forum. No greetings
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S / R instead of light damage, wind damage ... maybe worth changing to poison damage due to the use of poison powder. Additionally, add poison damage to each skill
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Hi
I have a couple of scout-related suggestions.
Piercing arrow ID 493289 - remove the need for the target to work by hitting targets in front of you within a 50 radius
s / w increase skill ID 501821 from 10.4% to 15.4%
The last weakening meant that this connection does not play the role of area or single DPS.
S / D Currently, the link also needs a significant boost, I suggest boosting skill ID 504719 from 21.2% to 25.8%
S / WD would improve the probability of receiving damage from the skill ID 504547 from 50% to 65%
S / K is currently a combination that does not take place in any instance, rebuild it for a walkable tank or change it to dps.
Greetings
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Overall, scouts are now quite behind other classes now. The last balance was done only by the remarkable scout, currently after weakened you can play with them and rival other classes, but you have to have stronger eq and all bonuses from cards, pet etc ... I would like to see the enhancement of this class. I will not even write proposals anymore because they are ignored all the time and I do not see any sense in it.
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Hi!
B / S
Playing tanburine divides the cooldown time for the skill Soul Gale ID 1491121
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Hi,
regarding Ancillary Title System: all mdps classes and all pdps elemental classes have a new very strong best in slot title in Quest Ancillary Title System -> 10% more elemental damage. that is a huge impact on the class balancing, especially for the recently nerfed scout. Weakening the scout and pushing all elemental based classes by 10% is making a huge gap now.
Pls let all skills from all classes do elemental damage or do something else to balance the 10%
Kind regards
I agree, in recent changes the scout's values have been nerfed, currently taking 10% s / w with the magic buff by 10% will make a colossal difference. The changes to s /r are also ugly "stupid" because they do not fix the class but only show its problems more. greetings
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As for the changes you are planning for scouts:
I would hold back with such a strong weakening of this class because it "kills" this combination, think about weakening to 5%.
S / K still does not change anything class as it was useless, so also remains.
Byff on S / R, although it looks nice, it won't solve the main problem, which is the long time to max damage, so the class will be good in weaker groups but in strong groups I am afraid that these changes will not add much.
It's a pity that you don't contribute anything to s / wd and s / d, after the last weakenings nobody wants to play with it.
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S / ch
I suggest converting the ID 1940441 skill into a passive skill and reducing it from 20% to 15%
Currently, it's hard to do a good dps with this combination
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Needless to say, the KS is released too quickly without a thorough prior check. This proposal has already been made, but I will repeat: With subsequent instances, it is worth considering scaling the difficulties similar to RT. The harder the level the more drop. Strong guilds will have a challenge for which they will be rewarded, and weaker guilds will also be able to make another artifact - simply with a longer farm.
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Removed 70 mobs with a drop without giving anything for it ... We've gone through the entire instance and nothing else comes out of the final boss
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turn off the disappearance of mobs after killing the first boss and on the last one because there are huge drops in the game's fluency