Kundi TL Report 1.70
Verfasst: 07.09.2004, 16:05
1.70 report feedback (don't shoot the messenger)
Here it is, feedback in bold. Before we move on to the bad news, a few notes. A "no" answer means that the issue is not to be included in future reports for 6 months. In cases where more specifics have been asked for, I have given those specifics or am in the process of doing so. Also you may notice a conflict between a response from Mackey in the 1.66 report feedback regarding reactives setting off arrows and the current response. I brought this up and it seems that while Mackey is still against arrows setting off reactives the overall decision did not go his way.
Specline issues
Longbow:
a) 250 Qui cap: Scouts are extremely limtied when trying to decrease drawtime. The results of removing the Qui cap or adding diminishing returns after 250 can be seen here .
No plans to change this - Design Decision
b) A mathematical analysis of archer DPS within NF can be found here .
Shield:
Vs DW/CD/LA our block rate is reduced by 50% (as opposed to having the penalty scale itself via Shield spec). Combined with the 50% evade penalty to DW/CD/LA and the ability to block only 1 attacker with a small shield this too often creates a pre-determined outcome when facing DW/CD/LA.
No - no plans to change this - Design Decision
Stealth:
There is very little incentive to spec highly in Stealth within NF with the ability to augment speed/detection with MoS. This can be viewed as a positive, however adding abilities to the Scout's Stealth line would encourage specline diversity without harming exisiting specs.
No - Design Decision
Thrust:
No reason to spec 50 Thrust. Beartooth (15 spec) remains a superior stun option to Dragonfang (50 spec). Diamondback (Hibernia 25 Pierce spec) is equal to Dragonfang at half the cost. The recent Dragonfang changes were not needed for Scouts.
Under Investigation
Slash:
No issues at this time, Slash remains a well-rounded specline for Scouts.
Awesome
Style Issues
Longbow:
a)Volley range is reduced when firing from an elevated position.
b) Volley range overall is too short. It is possible to exceed Volley range with a normal shot - this goes against the principle of Volley.
No - Volley is working per Design at this time.
Thrust:
As outlined under spec issues.
Realm Ability Issues
1) Summon Arrow is generally useless and should be replaced.
No - Design Decision
Master Level Abilties
1) The Battlemaster line has only 1 or 2 abilities (Bodyguard and occasionally Grapple) which are of use to a Scout. Adjusting the Battlemaster line for Scouts/archers to include more Scout/archer-friendly abilities in place of the unused styles may be preferable.
No plans to change them at this time.
2) The crystalseed abilities within the Sojourner line are of extremely low utility and need to be revised or replaced.
No plans to change them at this time.
New Issues
1) The archer dynamic: It has always been understood that 100 units of additional range and access to the slowest bows has been an advantage (the bare minimum advantage) of the Scout due to the lack of an additional specline. It needs to be stressed that this dynamic needs to be restored and maintained unless Scouts are going to see improvments in other areas. We have seen this dynamic change since ToA to the detriment of Scouts. A quick example would be the Falcon's Talon ToA bow. See here for a detailed history of bow speeds up the present day.
Under Discussion
Item Issues
1) The Braggart's Bow level 10 proc is an underperformer. Ideally should be tweaked to be a proc rather than a charge.
2) A solution to the Legendary Bow issue would be the inclusion of elemental arrows.
Documentation Issues
1) Base range value of each bow should be listed via delve.
Under Investigation
2) Renaming of Longshot to Trueshot is confusing and unneeded.
No - Design Decision
Other Issues
1) Enemy reactives are still being set off at range by arrows.
This is Design
2) Arrow evasion, particularly evasion while stealthed, is still a major concern.
This is Design
3) Volley has no animation what-so-ever.
Under Discussion
4) Archers often wish to switch rapidly between different bows just as other classes are able to rapidly switch between weapons, even with Rapid Fire available. Being able to equip a bow in the 2handed slot would completely alleviate the problem.
Under Discussion
5) The duration of siege lore is too short, especially considering the current unavoidable long drawtime/250 Qui issue.
Tabled - need specifics , numbers
6) The Camo timer is 5 minutes too long.
Tabled - Compared to what? Why?
7) There is still no option to add working procs to crafted Longbows.
Tabled - need specifics
Here it is, feedback in bold. Before we move on to the bad news, a few notes. A "no" answer means that the issue is not to be included in future reports for 6 months. In cases where more specifics have been asked for, I have given those specifics or am in the process of doing so. Also you may notice a conflict between a response from Mackey in the 1.66 report feedback regarding reactives setting off arrows and the current response. I brought this up and it seems that while Mackey is still against arrows setting off reactives the overall decision did not go his way.
Specline issues
Longbow:
a) 250 Qui cap: Scouts are extremely limtied when trying to decrease drawtime. The results of removing the Qui cap or adding diminishing returns after 250 can be seen here .
No plans to change this - Design Decision
b) A mathematical analysis of archer DPS within NF can be found here .
Shield:
Vs DW/CD/LA our block rate is reduced by 50% (as opposed to having the penalty scale itself via Shield spec). Combined with the 50% evade penalty to DW/CD/LA and the ability to block only 1 attacker with a small shield this too often creates a pre-determined outcome when facing DW/CD/LA.
No - no plans to change this - Design Decision
Stealth:
There is very little incentive to spec highly in Stealth within NF with the ability to augment speed/detection with MoS. This can be viewed as a positive, however adding abilities to the Scout's Stealth line would encourage specline diversity without harming exisiting specs.
No - Design Decision
Thrust:
No reason to spec 50 Thrust. Beartooth (15 spec) remains a superior stun option to Dragonfang (50 spec). Diamondback (Hibernia 25 Pierce spec) is equal to Dragonfang at half the cost. The recent Dragonfang changes were not needed for Scouts.
Under Investigation
Slash:
No issues at this time, Slash remains a well-rounded specline for Scouts.
Awesome
Style Issues
Longbow:
a)Volley range is reduced when firing from an elevated position.
b) Volley range overall is too short. It is possible to exceed Volley range with a normal shot - this goes against the principle of Volley.
No - Volley is working per Design at this time.
Thrust:
As outlined under spec issues.
Realm Ability Issues
1) Summon Arrow is generally useless and should be replaced.
No - Design Decision
Master Level Abilties
1) The Battlemaster line has only 1 or 2 abilities (Bodyguard and occasionally Grapple) which are of use to a Scout. Adjusting the Battlemaster line for Scouts/archers to include more Scout/archer-friendly abilities in place of the unused styles may be preferable.
No plans to change them at this time.
2) The crystalseed abilities within the Sojourner line are of extremely low utility and need to be revised or replaced.
No plans to change them at this time.
New Issues
1) The archer dynamic: It has always been understood that 100 units of additional range and access to the slowest bows has been an advantage (the bare minimum advantage) of the Scout due to the lack of an additional specline. It needs to be stressed that this dynamic needs to be restored and maintained unless Scouts are going to see improvments in other areas. We have seen this dynamic change since ToA to the detriment of Scouts. A quick example would be the Falcon's Talon ToA bow. See here for a detailed history of bow speeds up the present day.
Under Discussion
Item Issues
1) The Braggart's Bow level 10 proc is an underperformer. Ideally should be tweaked to be a proc rather than a charge.
2) A solution to the Legendary Bow issue would be the inclusion of elemental arrows.
Documentation Issues
1) Base range value of each bow should be listed via delve.
Under Investigation
2) Renaming of Longshot to Trueshot is confusing and unneeded.
No - Design Decision
Other Issues
1) Enemy reactives are still being set off at range by arrows.
This is Design
2) Arrow evasion, particularly evasion while stealthed, is still a major concern.
This is Design
3) Volley has no animation what-so-ever.
Under Discussion
4) Archers often wish to switch rapidly between different bows just as other classes are able to rapidly switch between weapons, even with Rapid Fire available. Being able to equip a bow in the 2handed slot would completely alleviate the problem.
Under Discussion
5) The duration of siege lore is too short, especially considering the current unavoidable long drawtime/250 Qui issue.
Tabled - need specifics , numbers
6) The Camo timer is 5 minutes too long.
Tabled - Compared to what? Why?
7) There is still no option to add working procs to crafted Longbows.
Tabled - need specifics