I can see that the more experienced rSH agree with the range issues. If you were running a rSH pre-rework without SWDW you were gimping yourself. As devs have said many times, if you are obligated to take a tactic then it means something is wrong with the mechanic/mastery.
Teefz wrote: ↑
Fri Nov 27, 2020 6:40 pm
Spot on. Going to add that both Shadow Warrior + Squig herder needs the range increase tactic in order to make their skirmish/quick shootin' tree viable and not feel like a big clunky mess.
I simply do not understand the need to change the base range of a class that this game has always operated around, without providing the classes with an option to spec for more range at the cost of a tactic slot - I did not understand it with the Shadow Warrior rework and I still don't.
Also, the shorter range requires the SH to get in harms way when the playstyle is the complete opposite (stay far and run away).
Jurki wrote: ↑
Fri Nov 27, 2020 7:23 pm
With the reduced range you took away this defining and simple characteristic of that class because now SHs are constantly in the danger zone, two steps away from enemy melees, aoe heat, constantly shooting engi turrets or a lost white lion pet with rabies.
ztil wrote: ↑
Fri Nov 27, 2020 7:48 pm
I share Jurkis concerns about the changes to range with removal of SWDW 50% range increase. To be able to effectively kite most threats you need to stay outside of the 65 ft kill zone. If you're within 65 ft, or even 75ft for WL you are reachable by Witch Hunter slow and WL pounce. The range increase that we got from it was(is) basically a required tactic. Even with that increased range many players were able to close the gap with slow immunity + charge/pounce so it's wasn't exactly over powered and required good timing on all defensive abilities to suceed.
I think Jurkis suggestion of replacing SWDW tactic with something else and increasing the base range of all the quick shooting abilities to 100ft is a good idea. Because a tactic that is a "must have" could just as well be moved to be the default value to open up for more specialization flexibility (for example option to go aoe or go ST).
I don't believe that starting to modify abilities and other game mechanics will fix anything as there are way too many factors. It is not just pounce. Which is fine as WL/mSH need to be able to catch casters.
wargrimnir wrote: ↑
Fri Nov 27, 2020 10:17 pm
Maybe Pounce at 65' is way too much mobility.
You have WH ranged slow, WL charge + pull, Slayer charge, by getting closer to hit enemies in the frontline you are already getting exposed to BW, engis, DPS AM by 35 ft difference. Even before the changes to range you were a bit exposed to engi's range now you have almost 100ft difference in range. As it is you are unable to hit the oil with your dots (all other ranged abilities get blocked) so some adjustments would also need to be made. I don't think that is the good direction though.
You have players that are well versed with the class that are giving you legit feedback with the spriti to help make changes in the right direction.
Probably the tweak that makes most sense would be to make QS 90-100ff baseline and have one of the damage tactics have a range reduction. If you like dealing more damage and in your face playstyle you can still go for it, but if you prefer kiting and staying afar you can as well. (Skirmish the same and AoE tactic adjusted to do the same)
Grunbag wrote: ↑
Fri Nov 27, 2020 11:46 pm
- Pet range is 100 feet for gas (same as live for all pets)
Their AA seems to be shorter, they always get closer than me to targets that i am able to hit from 100ft. I will bug report it
Tastes Like Chiken not healing when used (in and out of squig armor). Combat logs shows: Heals you for 0 (1600 overhealed) but HP does not get healed.