There is a patch going out this morning with the following changes:
Fixed a bug with the Scoundrel rank code where it was giving too high of a ranking based on the shot after yesterday’s changes. The way it works now is what was intended.
Elite enemies in the Raid have had their health scaled up higher commensurate with it being a Raid (previously it was the same health as a 5-man dungeon which was unintended).
If the Lightning Strike attack is interrupted on Boss 5 it should now definitely not deal damage to the Raid group
Raid bosses now have slightly more health (about 15% more).
The musketeer Charged Orb talent should now work correctly.
A new button has been added in the Social Tab which allows you to go directly to the Raid instance. You can use this if you have a pre-made group and don’t need to queue, or if you get kicked out of your matchmade instance and want to re-join your in-progress instance. After the Beta this would be done by actually going to the portal to the Raid in the game’s world.
Note: If you use this button, you will have to exit the Raid via the portal on the left-hand side at the top of the hill.
Trickster Goblin
The Trickster Goblin will now spawn every 6.5 hours instead of 8-10 hours. (Note: the first spawn will be approximately 4 hours after the patch goes live.)
There will now be a 5-minute gap between when the server-side notice goes out that the goblin is spawning, and when the goblin actually spawns in that zone.
If the Trickster Goblin is defeated, there will be be a notice sent to everyone in the zone notifying them. (Note that this notice is zone-wide, not server-side.)
If you have a Trickster Goblin Token in your inventory, you cannot take an Invisibility Potion.
We’ll continue to modify the event based on community feedback over time, but these were the main issues that we felt needed to be addressed immediately.
Patch is now live on server, and client side patches are available on PC.
We’re going to hold off on a Quest patch for this right now since the only thing it does is add that Raid button (the rest were server-side changes); and we just did like 3 Quest patches yesterday (and it is a lot of bandwidth), but we will do one for it tomorrow most likely; that way if there are any other changes today we don’t have to do multiple.
Scoundrel design is whack, you get a 30% damage buff for the class by missing 9/10 shots :P. Now with 10% less and 15% less or whatever.
Have you found that practice lead you to a point that you could hit that shot with reliability? I didn’t, even with practice it feels kindof random, the equivalent of doing fishing and putting the lure on the same pixel each cast
A lot of the randomness has to do with framerate. If a mage starts casting triplicity, more than likely your shot will not release where you want it to. Regarding practice in general, I assume there’s at least one scoundrel somewhere that can hit curves very consistently.
I was curving with WAY more aggresion then normally to prove that rank V does not work. And I can not consistantly aim in that situation. But ya otherwise I can consistantly hit the dummy from far.
there definitely are some that are consistent, but there’s a certain aspect of whether it’s skill or skill + video card or skill + tracking solution or what. Definitely ‘feel’ is a huge thing, I haven’t developed it to the extent I had with ranger, but ranger had a fixed trajectory that you could learn to gauge. Sometimes my scoundrel shots just curve off into space and I can’t explain why (ps. always blame the mage if the pack from the next room comes running over )
I’m not sure I’ve ever hit a rank 5 (including) beta (my gameplay looks about like the posted video… a lot of misses then a ‘wahoo’ and theoretical dps, but I submitted several before), but it’s about the same challenge to hit a rank IV as before the 25% nerf after the re-patch.
(the text gets crappy at distance and sometimes isn’t readable, be nice to overlay it on the debuff icon).
In a close up dungeon with a large boss I usually hit rank 3-4 while dodging mechanics, some occasional wild misses, small boss 2-3 and miss a fair bit, overworld 2-3, 4 if I try hard after many misses then obviously no re-ups at point blank without wasting dash and getting smashed after. That’s essentially what is typical for me.
If I have to hit something I never bother to even attempt curves because they’re inconsistent (pvp, events, fighting over mob tags for GRIND thing, trying to burst down adds off a healer, an add on me obviously)
So given the 25% nerf, 15% recoverable with a rank 2 curve, original white damage with a rank 3 (depending on talents)… I’d say I’m averaging 10 less than my old white damage most of the time in reality when not parked hitting a large static boss on rotation. With each combat initiation taking maybe 5 misses to dial it in to the mob distance, and some oddly unhittable on hills.
yeah you have to be very gentle to get a consistent curve and let the game/tracking all play nicely enough to agree.
If you could leave a tracer on a shot and go for a rank 4-5 and watch yourself trying to hit that tracer, the wildness would be obvious. Kudos to those who can every time and post about it, it is well beyond me
Honestly the only thing that shoulda changed for scoundrel was a base 10% pellet damage nerf (because of PvP), but that 10% being recoverable thru Showing Off. Creates a larger skill gap, but doesn’t change theoretical max dps. They were sitting in a good place from what I saw, now not so much.
How do people know what rank they hit during the boss fight? It almost always showes the rank inside the bosses body for me.
Might be a pimax thing I guess…