Some QOL improvements or changes, not everything is to take into account all at the same time, but more as steps and suggestions to make the weapon more fair, viable and fun.
QOL + bugs : fix the no regs, the air attack projectiles not going where we aim, the double dodge dive doesn’t work, and other bugs that make the weapon feel bad.
Air attacks simply do not aim where the reticle is, and this is imo the main reason why air attacks feel so bad to use.
https://discord.com/channels/830738139789787147/1269333480857272432/1448066220489179159
Main design and balance issues :
Air attacks are too strong and unpunishable in certain matchups (hunter, Wizard, (priest?)) This is tied to the fact that the air attacks cost too few stamina, and are spammable.
The last attack of the air combo should cost 5 stamina more.
Regarding unstoppable, I think the very first air attack shouldn’t provide unstoppable, to give the ennemy an opportunity to knock us down. then the other attacks give unstoppable.
The whole weapon is hard countered by CC and big block pips, the best example of hard counter for ST is Mace&shield, S&S priest, or Sword rogue with it’s ability to parry everything in the ST kit. Both because ST is weak to CC and perma stagger, and because it struggles to break a lot of pips quickly.
Charged attack (left click) :
used to be unblockable on PTR when fully charged, and I think that should probably come back, but by lowering it’s damage a little bit as well, it has short range anyway so I doubt red status at the end of the charge would be overwhelming. if it doesn’t become unblockable, at least buff the pip damage on that. Consider range boost if none of these buffs are viable.
Technical attack :
could use a lil range boost, to make it a more attractive part of the kit, and reinforce the “mid range” design of the weapon, giving solutions in matchups where they really struggle in melee. potential buff to pip damage since this technical attack has a cooldown.
Dive damage :
The weapon that gives crits simply is too strong, the critical damage ratio needs to be lowered a little bit, it’s currently x2, should probably be x1.7 maximum.
base dive dmg could probably be lowered by 10%.
Block while jumping : I imagine this was somewhat related to balance but it feels very inconsistant for scorpion to be the only weapon unable to block while in the air, feels quite bad and a quick bandaid solution.
Death spiral : Kinda in a weird spot, maybe it should be blue from start to finish? but lower the stagger and damage a little bit. it’s a very high cooldown weapon spell and having it interrupted and go on cooldown with the simplest staggers feel quite bad.
TLDR :
too strong against ranged matchups (mainly due to air attacks)
too weak against certain melee matchups (lack of pip dmg, lack of medium range options)
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Rogue
4 months ago

Adriano
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Rogue
4 months ago

Adriano
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