[SH] feedback
Posted: Sat Dec 12, 2020 10:23 am
as a prey of BiS rSH, i was like wtf is this OP!
as a player of fresh rSH, it was mixes of oh ****! and oh fun!.
after more testing and combat log reviews,
guess you did good job on rSH rework.
few things i might add.
Range -
SH have -25% range debuff. 100ft. 115 with gas pet.
it reduce scout SW 110 into 82. about same stun range.
it's very powerful timing steal skill in range fight.
shouldn't it be 110ft to start at same line for both class?
gas squig bonus + range debuff is too much synergy imo.
unless it's aimed for gun turret engie...
i think 10ft bonus is enough.
75ft mid range is still better than skirmisher.
Damage -
Extra Toxic Coating backload dmg is unnecessary.
double finisher, timestamp with finishing blow.
it's finisher helper. never seen b4 in war i think.
2 finisher is enough by player input. auto finisher is broken.
if you need dmg, add small dot?
Speed -
this alone need dedicated new balance thread.
for now, active skill seems ok. but goblin run speed race tactic should break on skill use.
Skill Tree -
range debuff or run speed. one of them should be in mastery required.
too good to be free.
Explodin' Arrer to core, put kockback in core tactic.
aoe ailment to help HD.
Bouncin' -
afaik slayer ID had slight nerf because it's AoE but also too good in ST shadowing other trees.
Bouncin' is also too good at both AoE and ST. need to look.
self timestamp burst from AoE tree.
Overview -
1.
I think Big Shootin' is for glass cannon much like scout.
Quick Shootin' is for small scale, grp.
Bouncin' is for wb aoe.
2.
all the kiting bonus are because it's pet class ?
slightly better with pet, lesser without pet.
i don't think it's good.
if pet is the problem, give pet managing skills. not dmg/range/speed buffs to compensate pet losing.
mid range pet managing is hard, all agree.
i think pet summonning while moving is better solution than core run speed.
3.
run speed + moving stun shot. it's one of cheesy move.
imagine pounce + stun. oh msh already have it ...
need to check msh dmg/cc and asw dmg but next time.
as a player of fresh rSH, it was mixes of oh ****! and oh fun!.
after more testing and combat log reviews,
guess you did good job on rSH rework.
few things i might add.
Range -
SH have -25% range debuff. 100ft. 115 with gas pet.
it reduce scout SW 110 into 82. about same stun range.
it's very powerful timing steal skill in range fight.
shouldn't it be 110ft to start at same line for both class?
gas squig bonus + range debuff is too much synergy imo.
unless it's aimed for gun turret engie...
i think 10ft bonus is enough.
75ft mid range is still better than skirmisher.
Damage -
Extra Toxic Coating backload dmg is unnecessary.
double finisher, timestamp with finishing blow.
it's finisher helper. never seen b4 in war i think.
2 finisher is enough by player input. auto finisher is broken.
if you need dmg, add small dot?
Speed -
this alone need dedicated new balance thread.
for now, active skill seems ok. but goblin run speed race tactic should break on skill use.
Skill Tree -
range debuff or run speed. one of them should be in mastery required.
too good to be free.
Explodin' Arrer to core, put kockback in core tactic.
aoe ailment to help HD.
Bouncin' -
afaik slayer ID had slight nerf because it's AoE but also too good in ST shadowing other trees.
Bouncin' is also too good at both AoE and ST. need to look.
self timestamp burst from AoE tree.
Overview -
1.
I think Big Shootin' is for glass cannon much like scout.
Quick Shootin' is for small scale, grp.
Bouncin' is for wb aoe.
2.
all the kiting bonus are because it's pet class ?
slightly better with pet, lesser without pet.
i don't think it's good.
if pet is the problem, give pet managing skills. not dmg/range/speed buffs to compensate pet losing.
mid range pet managing is hard, all agree.
i think pet summonning while moving is better solution than core run speed.
3.
run speed + moving stun shot. it's one of cheesy move.
imagine pounce + stun. oh msh already have it ...
need to check msh dmg/cc and asw dmg but next time.