Cadebrennus wrote: ↑Tue 20 Aug 2019 5:39 AM
Mavella wrote: ↑Tue 20 Aug 2019 1:12 AM
Cadebrennus wrote: ↑Mon 19 Aug 2019 3:53 PM
If you look at the Assassin threads they say that a 30-40 gap in stats doesn't matter at all.
No one is saying those stats are inconsequential but when the trade off is a 10% and 20% resist advantage over your two most common enemies they don't matter nearly as much.
Lay off the schnapps grandpa.
As for scouts. They are definitely in a tougher spot after the charge nerf and other classes self buffs buff. I don't think they are hurting for group utility but could use something to help their solo viability. They have to work harder than any other stealther when solo imo.
It was said in the Nightshade whine thread that the +30 Strength advantage was inconsequential. So, now which side of the fence do you stand on? Consequently or inconsequential? You can't have your whine both ways.
In other words, in what flavor do you prefer your whine?
Gosh this is so like you. Considering this has been rehashed about a dozen times let's hit the highlights.
NS
CHOOSE to go Blades willingly giving themselves a 5% overall weaponskill/base damage disadvantage to have a 10% and 20% dmg type advantage vs their most common enemies in stealth wars. If the base damage and defense penetration was oh so important to them they could go Pierce where they'd have similar or higher WS to an SB.
Every NS with a brain realizes how powerful this is and takes the minor weaponskill hit for such an obvious advantage in stealth wars. The whole argument is against allowing the stealther with the best armor/damage type in stealth wars from further increasing this advantage with another 20 str, 20 con, and an additional 3% slash resist.
Now if they reduced NS resist type advantage to 5-10% rather than 10-20% maybe I'd be willing to say sure let Celt be NS but as it stands right now I don't see the need to give what's already in my opinion the best stealther in stealth wars a buff.
I know you're still under the impression minor amount stats give huge gains(how much block and parry was that 5 dex again??) but lets not derail a legitimate topic with your horseshit.
Now the above scenenario doesn't really apply to Scouts because as we all know archers can select their damage type at will with arrows which is great. Their lack of dex is a result of poorly thought out charge nerfs on the Devs part. I also don't think scouts archery damage is really lagging behind the other archers purely because of this dex disadvantage though. I know I've been on the receiving end of 600+ damage crit shots which I've never seen from a Ranger and can't imagine a hunter is able to push those number no matter the spec.
I think the bigger issues for scouts is of course their melee damage. In a world of everyone having TG chest and Epic albatives scouts melee damage has an extremely difficult time cutting through that. If their melee is low enough I can only imagine a scenario similar to pre-buff hunter pets in that when procs are going off you're doing way more harm than good.
Scouts of course are unparalleled with their utility when partnered or grouped bringing guard and slam to the table. So any potential buffs need to not bring their groupability/utility over the top.
Maybe moving them up a step or two on their melee damage tables might help with their ability to actually slug it out in melee and finish off targets that close the gap on them after getting that initial crit shot off. I don't think they need help with their archery damage and I don't think they need any more utility.
To the people bitching about slam. Get purge 4 or 5. If you're solo looking for a fight with purge off cooldown you deserve to be stunned and killed.