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
Snipe
-increases Snipe's crit hit rate chance
For me, this change stands out as the most crucial. It's just unfair to invest in high-tier curse and buff casting speed for just one skill, which I'll likely use once or twice during the entire burst. Surprisingly, it deals the same damage (when it doesn't crit ) as a skill I'll employ at least 25 time . The issue lies in the significantly low crit hit rate chance in instances like Necro or FA compared to ones like ROFL.
S/D :
1- Devour Blood
- make your Vampire Arrows bleed more deadlier (ranged weapon scaling)
I believe S/D stands as one of the weaker scouts due to its low sustain and the significant gap between it and other rogues is just to obvious. However, I also believe that not every class should excel in every aspect of the game.
Comparatively, S/D burst one of the best bursts among all classes. Yet, when placed in instances like Necro or FA where bosses endure for prolonged periods it struggles to compete with W/D or the bleeding effects of warriors. In my opinion, enhancing the bleed effect could be the sole change required to make this class a more viable choice, especially in nostalgic instances.
S/Ch:
1-concentration :
-Changes it Cd (from 3min to 1.5min)
-reduces buff duration (from 62.5 s to 30s)
-adds 10% attackspeed/casting speed
- increase the ability to use casting shoot
while walking ( from 15s to 20s)
2 - Cripple Joint :
-adds chance to your joint blow to become flawless when
you're under effect of Concentration (means your Joint blow will have a chance of not trigger GCD)
3 - Fatal Shot :
-increasing the stacks generation from
1stack/second to 1stacks/0.5 second
4- Runecraft-Diversion :
reduces received area damage by 25%
In my opinion, SCH currently ranks as the weakest scout, largely due to its heavy reliance on attack speed buffs. I've been considering ways to grant this class more independence, allowing it to compete regardless of the group's setup.
Observing its single-target burst, when you reach the attack speed cap, the class performs exceedingly well for the initial 10-15 seconds (if Snipe crits and if the burst starts with 10 Fatal Shot stacks). However, it sharply declines after Schorching Rge wears off.
The kit itself contributes to this weakness. The frequent channeling times of many skills, along with the gun's slowness, limit the class's ability to execute enough skills/auto-attacks, despite having notably high physical damage.
Some suggest improving the class by extending Joint Blow's range, but I believe this change alone isn't sufficient + the S/Ch playstyle differs significantly from other scouts, with a significant portion of its damage stemming from skills with relatively short ranges compared to typical scout skills (e.g., Piercing Arrow).
Speaking of range, I've noticed potion (20% dex/30 ranged weapon range) in Itemshop or robots that increase ranged weapon range attributes. Personally, I find these buffd useless since having a 15% increase in permanent single-target skills doesn't benefit much without receiving patk buffs from Warlock.
As a scout, maintaining position is critical, especially to ensure you receive all patk buffs from your Warlock, which becomes significantly important when the majority of DPS in the group are melee, considering Warlock's melee positioning. In my opinion, hitting +3 targets with Piercing Arrow with a guaranteed Surge every 35 seconds and a permanent 5 Whisper stacks hold more importance than a 15% Wind Arrow damage/Joint Blow without patk buffs
S/W :
1-Mental Focus :
-change buff effect from 120 seconds to 15 min
2-Reflected Shot :
- causes 4 reflections instead of 2
3- Mana Drain Shot :
-increases it CD (from 15 seconds to 20 seconds)
- while you're under the effect of " Main Drain effect" (8 seconds buff ) removes Snipe casting time
- a random mark appears withing 1.5s (pretty much same mechanic of Perfect Slice) . in this time intervall your Snipe deals (3000% Ranged Weapon DPS) --( instead of 3,558.7% when target is under the effect of Mana drain )
else if snipe used outside of the 1.5s time intervall it deals 1200% ranged weapon DPS
S/W is class that stand no chance to any rogue in my opinion but with relativly strong sustain in comparison with some scouts (except s/r,s/m or s/wd) .
also i suggest a new mechanic to snipe for this class which's going to look and sound crazy for some peaple ,but in my point of view it's going to make the class more fun and intersting