Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Scout
PostPosted: Thu Sep 19, 2019 4:16 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Would be great if there was some sort of Bonanza in which players could get some direction on where these sekrat tames are hidden. Since Yed made that post I've not heard of any successful new discoveries that have rattled the cages.


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 Post subject: Re: Scout
PostPosted: Thu Sep 19, 2019 4:36 am 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
There are new pet(s), in plane of fire, airy plane and iron citadel.


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 Post subject: Re: Scout
PostPosted: Sun Jun 21, 2020 2:39 pm 
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Joined: Mon Sep 02, 2019 12:11 pm
Posts: 9
bump!

scouts are horrible and need Edamage for arrows again.


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 Post subject: Re: Scout
PostPosted: Sun Jun 21, 2020 4:40 pm 
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Joined: Tue Mar 10, 2009 5:36 pm
Posts: 335
Scouts are my favorite class and it makes me sad to see them in their current state. They are only good for two things. Skinning and herbing. Spears do bad damage, ranged not being able to draw upon edamage at all or as good as it used to is also extremely crippling. Tames don't do any damage and most of the time they aren't tanky. There are some exceptions. Scouts have basically been reduced to flower pickers and skinning, making them purely a support role with no real stand alone power.


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 Post subject: Re: Scout
PostPosted: Mon Jun 22, 2020 3:28 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
I support massive tweaks to bows but also removing bow and skirmish from the already OP mercenary package.


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 Post subject: Re: Scout
PostPosted: Thu Sep 24, 2020 12:04 pm 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Hi. Me again. Making the argument that scouts need:

1. Skinning tweaks
2. Buffs to ranged combat

I know I am just screaming into the ether, but a "marksmanship" champion-level skill that increases accuracy and damage of ranged attacks would balance the class. Think Legolas facerolling orcs by targeting arrows through helmet slips and armor kinks. There's no legitimate argument against this as the only viable ranged option currently is a merc spec'd in siege xbow. I've underlined the only accurate pieces of the scout helpfile below:

Quote:
Scouts are explorers skilled in woodlore and bush-fighting. They are valued
for their ability to silently slip in, observe enemy formations and make it
back to friendly soil to report. As much of their job requires them to be
loners, scouts are very self-sufficient. They fight well and are adept at
living off the land.


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 Post subject: Re: Scout
PostPosted: Thu Sep 24, 2020 2:59 pm 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Tames also need to be restored to gm pets. Get rid of the 3 crap pets and let them have one good one.

Or give them the option. A menagerie of 3 sucky pets or one good one.

Love, Trags.


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 Post subject: Re: Scout
PostPosted: Thu Sep 24, 2020 9:25 pm 
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Joined: Tue Apr 08, 2003 5:55 pm
Posts: 249
Location: CA
Bring back ambush with spear again.


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 Post subject: Re: Scout
PostPosted: Thu Sep 24, 2020 11:13 pm 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1085
Location: Hugging a tree
SK Character: Imolth
I agree about the pets being pointless. A change could be that the pet gets a level adjustment to the scout up to +10 levels. (so that there are no lvl 50 vorpal mice)
Even better the scout could get a tame and it would level with him creating more unique RP possibilities.

As for ranged combat. It's terrible. I recently tried it against a heavy armor player and I shooting 100 arrows did no more than 2% dmg
Arrow types need to be reworked or removed whatsoever since there is only one bow/arrow combo that everyone uses and any tweak on that would just create another combo that everyone would do.

a quick fix though (with minimal interaction from D) would just be give them 4th attack on master and remove the tame cap like trag said.


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 Post subject: Re: Scout
PostPosted: Fri Sep 25, 2020 9:07 am 
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Joined: Thu Jul 11, 2019 9:24 am
Posts: 67
Morovik wrote:
Even better the scout could get a tame and it would level with him creating more unique RP possibilities.


This is a fantastic idea.


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