|2017/06/10 02:01, Aranaeth:||edited 1x |
|Few thoughts by me aswell.(just as Zepir said, im not very optimistic either, right or wrong thread, dont care)
1)Mob awareness. There is simply way too much randomness in where it doesent matter at all, high level decent scout skills you vs totally insignificant no meaningful loot dropping mob. Whether you are level 26, 50 or god rank, youll still fail when you hit a bad rng streak. I cant stress enough how annoying and time consuming that is, AND it affects pk balance not at all, nor the in game loot available, so just WHY? Why is it still there, to constantly mindfuck you during your exp session?
ps. doesent seem to affect pk much, if at all as few others have pointed out.
2)Look at the useful tresholds for various skills, few examples:
*bash- in many situations, 61%-71% works good enough, both pve and pvp
*bob- again, anything above 60% is pretty decent, not the best possible, but worthwhile.(pve AND pvp)
*bolt- no one will have any trouble using it at similar 60% skill, for reduced damage sure, but its perfectly functional.(pve AND pvp)
The list goes on, many more examples, 2 prac cure lights, 2 prac create foods and remps etc. And then we get to thief skills.
*backstab- lets just say for pve, anything below 104% is NOT ok, 101% is for the ones with very strong nerve system, below 101%, im not even going to comment on. Another detail, yes every single percent above 100 matters a lot for scouts. so basically those who like to pve are royally screwed over, for no good reason at all(look at #1)(pve getting royally screwed)
*sneak- pretty much same as backstab, going indoors vs groups of mobs with 101% means autohit on you more often than not. Again a pve issue.(pve getting royally screwed, note the pattern?)
*find some other way to balance performance of above mentioned thief skills, for christs sake(lol? :D) scale down the stab damage with lower skill % for all i care, but get rid of this insanely frequent failure. Doing that would also open mume for new kinds of scout combos, create replayability, give people reason to roll one again.
*(somewhat related)lessen the penalties for cross praccing with cleric spells, i had a char with 90 plus something stab and 66% blind. I sort of had fun with it, it sometimes almost worked as intended, but not quite, due to horrible penalties. What are we so afraid of when it comes to mixing thief and cleric? It doesent have to be complete removal of penalty, just make it feasible, no one will be hurt by that.
As it is right now, thieves dont have much at all going for them when it comes to combos, partly for reasons originally discussed in this thread.
EDIT: And im not even whining, those are pretty much facts, a sad reality we live in. And i tried to remain civil, while feeling actually somewhat worse about the subject, than letting on.