My suggestion is to change it and make attacks ...
A: ... Ignore all armor but also lowers your own armor by 50% for the duration
B: ... Undefendeble but lowers your chance to defend attacks by 50%.
[Review] [SW] Steady Aim
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Re: [SW] Steady Aim
Why do you want more burst on a class that is already:
-great for solo
-great for 6V6
-great for WB play
-survivable
-bringing a lot of good stuff to a group
It seems to me you just want your oneshot FA back and hit like a WL and be ranged and be a group support all at once.
If you want to have reliable sustain damage like a squig herder AND more burst at the same time you should consider abandoning your bomb morals or superior base damage.
-great for solo
-great for 6V6
-great for WB play
-survivable
-bringing a lot of good stuff to a group
It seems to me you just want your oneshot FA back and hit like a WL and be ranged and be a group support all at once.
If you want to have reliable sustain damage like a squig herder AND more burst at the same time you should consider abandoning your bomb morals or superior base damage.
Re: [SW] Steady Aim
Been running almost anything you can imagine on SW on and off for the last few months, and I can tell you it is in an ungodly spot right now, but you are still right about the minimal tweaking part. It's just that it has very specific problems, and crit has nothing to do with it. I really want to see SA made into the fix for scout, but I strongly disagree most of the changes discussed here will help out scout more than other stances, even skirmish.Manatikik wrote:When was the last time you played around with Scout? It's not in an ungodly spot right now and with minimal tweaking I think it can get decent. I think SA changes will really help it out more than the potential it gives Skirmish.Spoiler:
The three undefendable attacks sounds like a solid proposal too. It helps Scout with making the time investment into FA worth it and doesn't give too much power to skirmish (and using it on ES doesn't seem too broken now that ES is a 14 point investment imo).
The build is simply relies too hard on a successful Fester to get any reliabile damage from crit. Fester in itself has a way too long cast time and travel time to be worth speccing for, even though the damage is great already. Hell, slotting expert skirmisher and running into melee range to get it off is gonna net better results than trying to do ranged damage with it in most cases as it is today. So all in all scout is far subpar to just ruinning assault right now.
Rip Phalanx
Re: [SW] Steady Aim
Not quite in line with feedback but have to agree with this post.Aceboltz wrote:Why do you want more burst on a class that is already:
-great for solo
-great for 6V6
-great for WB play
-survivable
-bringing a lot of good stuff to a group
It seems to me you just want your oneshot FA back and hit like a WL and be ranged and be a group support all at once.
If you want to have reliable sustain damage like a squig herder AND more burst at the same time you should consider abandoning your bomb morals or superior base damage.
Most proposed solutions here are not considered useful as they have them already, class has high crit so their base line damage includes crit damage when they look at changes.
The only thing left should be utility such as reduced chance for interrupt
- peterthepan3
- Posts: 6509
Re: [SW] Steady Aim
Would it be possible to make SA work differently depending on what stance is being used? That way we could discuss changes for SA relative to each stance , as opposed to blanket fixes that (as lef said) may work well for x but not so much for z.
Re: [SW] Steady Aim
Definetly not opposed to the idea as I really want to see it act as a 1.5 second cast time decreaser for scout at least, but this in turn would do little for the other stances other than making scout way better to switch into for armour debuff etc.peterthepan3 wrote:Would it be possible to make SA work differently depending on what stance is being used? That way we could discuss changes for SA relative to each stance , as opposed to blanket fixes that (as lef said) may work well for x but not so much for z.
As for how it should act for other stances I like the idea of x amount/x duration of undefendable attacks for anything but bombing, this would also benefit assault greatly in a way that makes the burst more reliable contra guaranteed lolcrits. Skirmish gets some pretty obvious benefits from this so could be slapped on either stance.
Other changes I could see being useful but not necessarily doable/fitting for the skill is letting it act as the missing snare breaker SW lacks in assault contra other mdps. Making it reduce the cooldown of the next skill used by 5 seconds would also open up more burst without relying on SM in assault, even though I personally don't think the class is lacking in any stance but scout and this might break the class a bit.
Rip Phalanx
Re: [SW] Steady Aim
One way you could code it is to make it only work off of single target Damaging abilities. (not ailments, no LA, etc.) This means it wouldn't make your rkd, melee kd, armor debuff, melee disarm, ranged silence, or ranged snare undefendable. If you went this direction though, I think you would want to make some changes to some abilities to benefit Scout more. For example:
Current Damaging abilities
Scout
Festering Arrow
Eagle Eye
Rapid Fire
Flame Arrow
Assault
Swift Strikes
Sweeping Slash (aoe, wouldn't be affected)
Brutal Assault
Counterstrike
Grim Slash
Skirmish
Barrage (aoe, wouldn't be affected)
Flanking Shot
Lileath's Arrow (aoe, wouldn't be affected)
Spiral Fletched Arrow
I think you would want to add Fell the Weak and Glass Arrow to that (make them Damaging; currently they're Ailments). So, essentially you would enable the burst potential on Fester Arrow + Glass Arrow + Fell the Weak in Scout, or Brutal Assault x3 (with WW SM), and it ultimately wouldn't touch Skirmish at all unless you wanted an undefendable Flanking Shot.
This would, on paper, allow SW to be used to assist in bursting a target (in a burst meta) and has clear counterplay (punt, strip) and at a 30s cooldown wouldn't be game breaking.
Current Damaging abilities
Scout
Festering Arrow
Eagle Eye
Rapid Fire
Flame Arrow
Assault
Swift Strikes
Sweeping Slash (aoe, wouldn't be affected)
Brutal Assault
Counterstrike
Grim Slash
Skirmish
Barrage (aoe, wouldn't be affected)
Flanking Shot
Lileath's Arrow (aoe, wouldn't be affected)
Spiral Fletched Arrow
I think you would want to add Fell the Weak and Glass Arrow to that (make them Damaging; currently they're Ailments). So, essentially you would enable the burst potential on Fester Arrow + Glass Arrow + Fell the Weak in Scout, or Brutal Assault x3 (with WW SM), and it ultimately wouldn't touch Skirmish at all unless you wanted an undefendable Flanking Shot.
This would, on paper, allow SW to be used to assist in bursting a target (in a burst meta) and has clear counterplay (punt, strip) and at a 30s cooldown wouldn't be game breaking.
Spoiler:
<Salt Factory>
Re: [SW] Steady Aim
Sw already is an assist in a burst meta and going by kbs does extremly well (better then most dps)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: [SW] Steady Aim
It doesn't matter if SW is the best class at everything, able to one-shot whole warbands by itself. If there is an issue with a certain skill/tactic/morale, then it is valid to discuss it.
Though maybe it would be better to focus on a different buff/utility for Steady Aim.
Though maybe it would be better to focus on a different buff/utility for Steady Aim.
Re: [SW] Steady Aim
This would be okay actually, only thing I could see being out of line is undefendable spammable brutal assaults with sm. But other than that this should be completely fine, although I would still see it as a wasted opportunity to bring scout up to par. It makes scout better, but won't be enough.dansari wrote:One way you could code it is to make it only work off of single target Damaging abilities. (not ailments, no LA, etc.) This means it wouldn't make your rkd, melee kd, armor debuff, melee disarm, ranged silence, or ranged snare undefendable. If you went this direction though, I think you would want to make some changes to some abilities to benefit Scout more. For example:
Current Damaging abilities
Scout
Festering Arrow
Eagle Eye
Rapid Fire
Flame Arrow
Assault
Swift Strikes
Sweeping Slash (aoe, wouldn't be affected)
Brutal Assault
Counterstrike
Grim Slash
Skirmish
Barrage (aoe, wouldn't be affected)
Flanking Shot
Lileath's Arrow (aoe, wouldn't be affected)
Spiral Fletched Arrow
I think you would want to add Fell the Weak and Glass Arrow to that (make them Damaging; currently they're Ailments). So, essentially you would enable the burst potential on Fester Arrow + Glass Arrow + Fell the Weak in Scout, or Brutal Assault x3 (with WW SM), and it ultimately wouldn't touch Skirmish at all unless you wanted an undefendable Flanking Shot.
This would, on paper, allow SW to be used to assist in bursting a target (in a burst meta) and has clear counterplay (punt, strip) and at a 30s cooldown wouldn't be game breaking.
Spoiler:
Rip Phalanx
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