Currently there is no effective visible solo QOL in effect, so stealthers are the only viable soloclasses during most daytimes.
To make the solo fights more interesting i suggest enabling 6 instead of 3 classes (SB/Inf/NS) to compete solo, adding Hunter, Ranger and Scout to the mix.
Hunter and Ranger should be able to compete with assassins if they simply have evade4 and maybe the ability to spec physical defense on top. Winrates could be monitored and pd removed again if it is 2 strong (i highly doubt it).
Scout is more of a problem because his melee is 1h+shield and therefore naturally weak vs all dual wielding classes.
I think the best way would be selfbuffs in thrust and slash spec. That way a scout has to decide between selfbuffs or bow or shield.
This would make a solo thrust+bow and low shield spec viable, upping bow dmg and melee dmg while lowering defense. - A fullbuffed grouping scout in a zerg would still perform exactly the same as before, while selfbuffed scouts in zergs would perform better, which would need to be monitored.
I suggest thrust giving d/q, specaf and basedex and
slash giving str/c, base str and specaf.
Scout should defnitely be able to spec physical defense too and maybe get a better evade.
Let me know what you think.
To make the solo fights more interesting i suggest enabling 6 instead of 3 classes (SB/Inf/NS) to compete solo, adding Hunter, Ranger and Scout to the mix.
Hunter and Ranger should be able to compete with assassins if they simply have evade4 and maybe the ability to spec physical defense on top. Winrates could be monitored and pd removed again if it is 2 strong (i highly doubt it).
Scout is more of a problem because his melee is 1h+shield and therefore naturally weak vs all dual wielding classes.
I think the best way would be selfbuffs in thrust and slash spec. That way a scout has to decide between selfbuffs or bow or shield.
This would make a solo thrust+bow and low shield spec viable, upping bow dmg and melee dmg while lowering defense. - A fullbuffed grouping scout in a zerg would still perform exactly the same as before, while selfbuffed scouts in zergs would perform better, which would need to be monitored.
I suggest thrust giving d/q, specaf and basedex and
slash giving str/c, base str and specaf.
Scout should defnitely be able to spec physical defense too and maybe get a better evade.
Let me know what you think.