teiloh wrote: ↑Fri Jan 08, 2021 7:47 pm
farng84 wrote: ↑Fri Jan 08, 2021 9:51 am
Lol mate it's not negative criticism, both he and I are trying to say that we read (although you assumed I didnt) your post, but after seeing the screen, it seems like your focus is actually more about the pet damage than about its utility.
That is why I said your first point would have been better presented if you just said pet does A and B plus contribute to X% to your dmg, which is unbalanced because...
But like I stated before, just a personal opinion, if you think the post it's clear, it's good
Yeah I still don't think you understand. The entire point was to show that pet damage is decent enough (it's not really too strong) that it doesn't justify giving it a better passive than what a SW gets from a stance. This isn't necessarily a call for pet buffs to be nerfed, but rather pointing out how it's out of balance with Scout stance as well as WL stance bonuses.
Personally I'd just buff SW stance bonuses.
The problem is much deeper. SW has design issues.
SW skirmish is nice but the range is not OK. From a game balance perspective, SW operates at 65 feet to work effectively in AoE AND it needs a tactic whereas mSH does significant damage + is useful to the team in its role.
Furthermore, SW does physical damage, 65/45 feet is the range of tanks. The non-SW players should see the 80 to 140 damage flying on tanks when the arrow is not blocked/dodged.
SW does good damage on Choppa, WE, Sorcerer, Magus and rSH. Period.
To be blunt, if I am Warband leader for oRVR, or even more representative, for city, I would definitely use a BW range AoE or Bomb AoE, an Engi/nades instead.
SW Scout has problems in term of cast time, requirements skill requirements, and AP. For example, to have an efficient Festering Arrow, you need 2 tactics. And, "enchanted arrow" is broken for Flame arrow since the SW redesign.
And if you compare the SW to the rSH counterpart, the main advantage is not the pet, it is the skills availability without stance restrictions. For example, you, as being main "Path of Quick Shooting", you can chain "Behind Ya" -> "Red Tip Arrer" -> "Finish Them of". Having access to Finish Them Off in all build is powerful. And for those that would say "SW just need to switch stance" --> no, it is not as reactive because you must switch to scout, you loose auto-attack on the move and you don't have access to your skirmish skills for 5s.
Assault SW, is a single target melee tree, but as a difference with the mSH, the spec is more Hybrid since you must use your range attacks to be fully effective. However, the balance team has removed BHA from Assault, which means you need to switch to another stance (skimish most probably) to really the effect, losing the X2 armor buff and offensive buff, and the access to assault skills. Shadow Step in 5 of Assault Tree was necessary. But 40 feet range for 20s CD? You really need to test this in oRVR/SC/City to realize that the design need to be looked at.
Finally, survival abilities. A SW needs a stock of pots. period. If you don't have some, you will likely die if you receive damage. There is no heal, no absorb, there is one cleanse on morale. When I play my rSH, I feel much more confident to engage since I have CC on my pets, I can speed up (offensively and defensively), my pet can take damage for me and I can eat my squig for heal.
Overall, SW does need some good tweaks, bug fixing, and a clear role in Order for at least one of its Spec tree-like for the mSH. Above all:
- The stances and stance dancing must be rewarding. For example, I would add a temporary buff/debuff effect when you switch stances.
- Need better synergies between skills belonging to different trees
- Bring the SW CCs on par with the rSH.
- Make it more useful skills to the party: Leading Shot does not fly anymore, and Hunter's Favor only worth +1 skill in term of amount of AP.
- Remove/Balancing the "trade-offs". There are too many trade-offs on top of the stance mechanisms, which is THE trade-off by design. Some examples: Glass Arrow +Damage BUT +15AP, Leading Shot +8% crit BUT not on you, Bulls'eye +20% crit BUT 10% on you, Instinctive Aim +120 bal/str/ws BUT -120% toughness, Crosscut +10% damage BUT not for you, Steady Aim +25% crit rate BUT +1s cast on all skills, etc.
I wouldn't touch the latest design of the SH, I believe a nice job was done. It really feels like a "Hunter" class, Highly mobile, threatening. The only thing I would be looking at is the weakness of pets in AoE (I find them too weak), and the resistance to direct damage (I find it a tad too durable), and Kaboom is funny, but the punt is too powerful.
Cheers
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RoR: SW 82, AM Heal RR51
AoR: SW R87, BW/R60+, SM/40+, AM/R50+, WL/R60+, Slayer R40+, DoK/SH/Sorcerer R40+ (+others)