Beta 6 Scoundrel Feedback

Na Frank you get those upper ranks with very fast motions as if you throwing a ball with max speed amount of movement. While also standing a decent distance away.

I don’t think my WMR set registers that properly, I’ve tried a ton

yeah WMR has velocity problems. not supported

I did not notice a difference on that patch. I tested a bit but it is hard to prove. I did notice while frame pausing that the more aggrressive curves do start curving a bit earlier so that is good. But I also notice that for my opinion are very curved projectiles from a far distance I still get no show off buff. Will test this more tomorrow and film it again. But I think it will boil down to: the difference between no show off and full show off is a very small increase in curve amount (which on itself requeses a big change in aggresive curving). Which is strange.

1 Like

Just did a few bosses and Scoundrel dps is consistently about 33% behind mages and rangers on boss fights.

  • Had my deck get stuck numerous times in a shard
  • My charged shots sometimes do not fire. I’m not sure if this is due to time or a bug. Really need an indicator like sparkles when you have a full chamber.

If you haven’t already restarted and can send us the log of your deck getting stuck that would be helpful. Did it get stuck to where you couldn’t use it at all and had to switch classes or?

My deck has been getting stuck less lately, though there are still times when my hand disappears and I have to spam the grip button to bring it back with a card. It also seems like if you hold a charge for too long it goes away and when you let off the trigger nothing happens. You can charge 2, 3, or 4 (with the talent) shots so having the gun have an increasing visual for each additional charge would be very helpful

It was during a shard, got stuck on trash mobs. All I had to do was switch classes and it became unstuck.

just shot my deck within 1m of logging in. hitbox for something still eats bullets

1 Like

Deck does not work until it’s repositioned with your view at least once. I can submit an output log later if necessary.

I definitely had the cards freeze a few times over the 4 hours session today. Always seemed to happen when leaving combat - could be a cioncidence but i dont recall it happening mid fight, only right after. Maybe something to do with entering and exiting combat mode?

I got the freezes in between combat and outside.

A further note on ā€œCheatā€, pretty late I learned that does not mean to use the same card twice in a row, but places it randomly back into the deck.
The former option, getting the same card again right after its use would allow more planing though. If this card shows up randomly sometime later that’s not really useful imo.

Eehm it is now even harder to see when you done charging because you can’t count how much charges are done. It is a great dps increase but I would love to see a feedback of when you done charging your bullit fully.

1 Like

++++1 - the latest change is very great, it allows to actually go all out with bullets and still have an interrupt ready. But we do need any indicator, counting the ā€˜rounds’ by staring at the gun is not a good idea during fights.

And please have the rank-indicator show longer and make em bigger, it is impossible to see them from a distance.

Another issue, my charged shot sometimes seem to get lost and do nothing while I grab a card, despite I am pressing the trigger on the right hand all the time.

an audio click as the revolver rotates might be nice

So after hitting 30 with scoundrel, the 30 talent (I chose true gambler, can’t comment on the other one) definitely was a much welcomed DPS boost and just FELT good to see some big numbers and crits flying (and yes, I died a lot because of it, so the tradeoff is real, makes him VERY VERY glass cannon). With the recent charged shot change really helping the overal rotation/flow feel and baseline DPS it was starting to feel very nice.

Bugs I still see

  • deck freeze still does occur
  • charged shot vanishes after some time if held
  • if you are holding a charged shot and burn a card… I think your ultimate can fire (not 100%)
  • increased zoning black screens recently

Bugs I don’t see anymore

  • hitting own hitbox (FIXED!)

Questions about cards

  • I think ice is bugged and has no effect

Comments on gun

  • as mentioned above, some sort of ā€˜charged shot’ indication/audio cues would be helpful to gauge the status of the gun before you fire… if you hold a charged shot long enough it vanishes, then if you fire you may waste a card on a regular shot when you were intentionally holding back to use a card
  • on WMR curving bullets is hugely unreliable (fishing used to be too, throwing in general is), the mechanic may be a little too reliant on controller accuracy for use across various systems especially with the onset of all the inside out tracking… rank 1-3 at best, I hope oculus’ new products don’t suffer this way. I’m curious if there’s any data on people pulling off showoff buffs broken down by their system, it could just be me.

When you say it’s unreliable, what do you mean? Like the bullet doesn’t curve?

it curves, but to get a level three I have to be doing a hard sidearm like I’m flyfishing OR a major wrist flick… the arcs and elevation are very sensitive so trying to reproduce is very inconsistent. At a lvl 2-3 distance it might take 5 shots to hit a man-sized mob and there’s no (tracking toward it) the way you do with a straight shot… each shot feels somewhat random

If you are able to take some video of doing it I’ll take a look and make sure there’s not something weird going on, you shouldn’t have to sling it that hard as long as you are a decent distance away.

I’ll try to snag some examples tonight and send em in. I’m super curious if it’s just my bad skills or if the WMR is over/under sensitive or what.