OgApostraphe wrote:
That table shows dps.. that means with their utilities added... But uh... a scout should always out dps a fighter.. even if they are soloing.. they have less hp.. and mitigation.. are designed to kill fast.. not kill slowly and efficiently..
A scout should always outdamage a fighter? Why not tell me why? Is it because scouts in EQ1 always outdamaged warriors? So what your telling me is that if an assassin that normally sneaks around and does his damage by avoiding direct combat and utilizes backstabs gets caught in an open fight against a couple of mobs he should still be able to outdamage my berserker who is trained to fight toe to toe against multiple enemies?
The scout damage potential is actually close to real life according to how it is described by Sony on the site... Archers for example are very deadly in ranged combat, an arrow was found pierced through the shield, bracer, arm, back through the other side of the bracer, through the chest plate, in through the chest and poking out of the back of the chest piece... But what happens if this fallen knight gets close enough to melee? The archers typically drop like flies. The archer lost his opportunity to do his heavy damage. That is how scouts are described as operating in EQ2 and this is how they did operate.
Scouts fight with strategy, warriors fight with tactics. All of my abilities center around fighting. The only utility that I have is in combat. I am a class that is only useful in combat. Scouts have far greater utility with tracking, stealth, evac and pathfinding. How about this: Scouts can sneak their way to every quest piece for Speak Like a Dragon, a Fighter would have to fight his way through several of the pieces several of which are not soloable (like Sol Eye). And how about that nifty ability to flip HOs?
Give scouts their opportunistic damage but I'm sorry if I don't agree with you that classes that revolve around fighting and combat (ie: fighters) might wind up below classes that do not.