imamo wrote: ↑Sat 23 Feb 2019 1:31 PM
hint: hit vanish and pa that scout.
is there not a disarm timer here after using vanish? i'm actually asking, since I didn't check. I've only tested the 3 archers in beta.
anyhow, the OP doesn't delve into the class deep enough to warrant much discussion about possible changes (need dmg numbers, spec points, various specs and their advantages/disadvantages, comparisons to the other archetypes, etc.). I will say on paper the scout seems gimp when the playerbase starts to have purge reliably up against them, but that's just at a glimpse without exploring the utility of the shield line further. Most players dont tap into the full potential of that line, and, instead hope to just run the scout as a full sniper slam-bot, rather than training more of a hybrid spec and using snares/etc. from their weapon (or buying time with engage and/or tricking the enemy with numb). These are just a few tools, but, again, if all you're doing is slamming and hoping for the best it can seem pretty dull - I will admit that. The thing about scout, though, is that it has the most reliable / spammable ability out of the 3 archers that can most likely help it resume what dmg it does the most (shooting). The other 2 have to use some pretty nifty positionals / kiting / positioning to reliably get shots off, while the scout has a default opener for it, even if it can be purged.. I'm just saying it makes the case tougher for arguing the class needs much in the way of damage when it can resume its highest form of dmg more often than other archers.
aside from that, I would argue what others have already said: if you spec low in weapon - expect low results. and, if any changes should be considered i would like to avoid buffing the archery line dmg for any of the 3 archers as when it does go off it can be quite high. if anything, utility could be added to what shots actually do (similiar to one type of cc shot or a bleed or dot or anything like that, rather than just adding raw dmg). for archers, in general, it'd be nice if their MoS added just a bit more stealth detection than sins, which is their hardest fight (this doesn't add raw dmg - making it a nice utility buff without overpowering the class's dps). I suggested this in a hunter thread, where I also suggested that the hunter pet could sprint (again, not adding any raw dps but just utility of how the class can be played and actually get use out of their spec points - this also can assist with either sniper-kite or full melee builds, which is nice).
Things like the above mentioned changes (utility) are more of what I hope to see rather than just saying "my class is weak, so please add dmg / hps / absorb RAs / etc etc etc). Just my opinion.