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I was originally going to present a giant mathematical analysis, probability distribution, attack speed considerations, etc. Then I stood back and looked at it and figured nobody would care.
So I'll keep this simple. With the new mechanic, Scout will get his second disarm proc on his 7th attack (8th attack for AS > 130). With the old mechanic, he would have to attack 8 times in order to average two crits.
Here's the graphical representation:
Conclusion/Summary:
-He will crit more, on average, for 1 to 3 attacks, as well as after exactly 7 attacks
-His expected value for crits is equivalent for exactly 4 or 8 attacks
-His expected value for crits is now less for 5 or 6 attacks, or more than 8 attacks
Some other notes:
-It is quite rare for even sustained attackers to attack more than 10 times consecutively
-Since Scout is melee, even with sustained attacking he will have to move in between attacks... this wasted time in movement favors the new mechanic due to the cooldown
-The new design provides significantly more disarm duration (more than double)
-Marksman Shot was buffed slightly to provide vision of the target while channeling
Subjective Commentary:
-Scout is redesigned to better serve as a reliable burst, map control, anti-carry (which is what he was always meant to be)
-Scout is a situational pick with a unique play-style. He is not intended to be a mainstream carry with sustained attacking
-This was an overall buff, not a nerf
You may find that your playstyle and build with Scout may have to adjust accordingly. This is natural for all hero and ability redesigns. With time you will discover that the new mechanic has its benefits.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Here's the timing for when criticals happen btw. High attack speed actually favors the old mechanic (counter-intuitive).
Go high damage. Go burst. Be a hero.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Subjective commentary: takes longer to clear creep waves and neutrals with Runed Axe now due to the potential loss of getting more than 1 critical on his first 5 attacks in the early-mid game.
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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Tech Support and Customer Support: https://www.heroesofnewerth.com/support/
Look for my highlighted text (important information) and grey text (interesting but not required information).
Oh snap. When did you become S2 Macro?