Posts by Ramer

    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

    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.

    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

    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.

    Currently, using the ostrich is becoming less and less profitable. It would be worth adding the possibility of using it on HOTO and KS, which would increase its lethargy

    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.

    Since you write about a more difficult instance, repeating the tactic every 25% is more difficult than full dps

    S / M

    This has already been mentioned, skill lev 60 ID 499548 is the only skill negatively influencing the characters I know. It lowers the attack speed and reduces damage - on a dps connection, and in range, it is completely unnecessary and at the same time lowers the potential of this connection. I suggest removing damage reduction and just adding that 10% physical speed.

    S / K, I have a proposal for this combination.


    Add light damage to offensive skills (in addition to the wind arrow ID 491128 skill).


    In skillu shot disarming ID 490432 remove gc add 1 second cooldown.


    In the Skill Shot ID 493318 skill, remove the bonus for hitting the opponent (the bonus is currently 570 points for physical and magic attack on level 104 - this is a very funny result, even unnecessary), but add 6 targets instead of 3.


    Skill mana transformation ID 499565 reduced to 30 sec. Skill Spiritual Join ID 493256 remodel to passively add light damage.

    3 decks is 3x 2500 x 4 randomness attributes. Do you really think it's a good change? Additionally, there are cards that can only be obtained once. What about them? You chose one of the worst possible solutions to the problem. From the perspective of "new" players, you raise your entry attempts too high. Rather, this change will not attract new players.

    Why, after changing the stones, I have no choice what kind I can replace it, but it happens randomly?!? !!?!?! Since I was buying a stone before and knew what I wanted to buy, why now do I have to count on rng to change the stone?!?! You really showed off with this pack

    S / WD I've already written here before that a skill nerf that is random isn't a good idea. Looking at the other classes in general, the nerf on s / wd was a very bad balance.


    S / R I'd rather see a permanent damage skill here.


    As for warriors, no class is actually that powerful at every connection.





    I have the impression that the balance is going in the wrong direction, again you are trying to chase exaggerated classes, which makes the game more and more easy ... Instead of weakening the strongest connections, you are conquering the strength of the rest. I know there are connections that need reinforcements, but looking at what you do with the warriors, I just have to wait for the ROFL to rain in 30 minutes as a standard