Tree of Savior Forum

Running Shot nerfed in KTOS?

are you even thinking before comment ? or just worry your toy being broke ?

if they buff other class to be OP this game will become broken

the matter of imbalance and broken always make mmorpg fails, ppl will leave it soon then when it reach an low number of player -> server close

btw
it seems like a nerf but actually it’s an bug fixed
so don’t talking like it’s a nerf

every class can combo with QS because the up time of RS is too strong itself so ppl only need good skills to attack when RS on cd

in siaulai lv 260+ most of the time seeing an musket or cannoneer 90% of them up to QS c3

there are 2 most popular class in archer 's class tree: qs c3 and fletcher c3

But that isn’t a combo, it is just fill the cd with rs

I guess we should expect Fletcher Nerfs soon then? Based on some of the logic being used in this thread.

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Welcome to the swordman room. We have plenty of open chairs for you all to join us, get comfy, enjoy the stay and popcorn.

yes
i afraid if it comes to IMC logic fletcher will also got nerf soon

and i think magic arrow will got nerf because it does insane dmg against bosses that make fletcher to be the best in world boss fight
it will make other dps class less viable at world boss

i don’t really care at all if it’s an acceptable balance like running shot but sadly it’s not even a nerf, it’s IMC correct their fault because making RS buggy

I would be very surprised if they do not nerf fletcher. Its pointless to go any other build than fletcher 3 for single-target sustained damage

most unlikely way they will nerf it, but they might switch which circles you get magic arrow and divine arrow, effectively nerfing magic arrow hard.

can you hear fletcher dying? it might if that happens.

either nerf the cooldown to 7s or make the boss mobile enough and harder to kill. Not that just land magic arrows then poof, insta MVP.

Regarding Topic
I haven’t seen video for the latest Running Shot in KTOS. does anyone can confirm it?

I sense a great disturbance in the force… many new elememes will be created and the prices of all things wizard doubled.

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As a poor observator in this matter I sadly have to agree that this skill needs to get toned down
since i witnessed a single QS being able to do as much damage as 4 other players at a similar level, 2 of them being other kind of damage dealers

at higher lvls, it does way less relative damage than when qs gets c3 at rank 4.

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nerf is already applied. before running shot adds it’s additional damage to additional damage sources like cafrisun and sacra

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but it’s still too strong when compare to other archer dps class
also it gives insane mobility and high up time

qs3 by itself lacks aoe big time, is linear scaling with physical attack only so later rank classes with high attributes outscale its damage when based on 1 target. the mobility gain can by done with SR too thanks to mount, and wugushi due to poisons being DoT.

fletcher 3 crushes it in single target damage assuming boss doesnt run away from magic arrow constantly. and 1 wugushi rather than many tends to outdo it too thanks to poisons scaling slightly better, and having better overlap with using other skills from other rank choices (instead of using skills and running shot as filler or vice versa, you use poisons and they damage while you go about other skills).

your classes with large # of hits multihitting skills with attributes (namely fletcher 3 wugushi thanks to 1 use gives long duration effect, but others too) will outscale running shot with higher lvl content due to nature of increased stats vs greatly increased stats of enemy mobs, unless a new class brings tools that synergize with running shot.

td:lr, running shot lags behind other classes once mobs’ hp jumps up to large amounts around lvl 200 and sometimes before, and will do moreso the further along content goes in lvls. “too strong” only applies at rank 4 and 5. strong applies though still, assuming you build smartly after archer2/qs3.

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dont forget about being confined to using grand cross for the better half of your qs life and the possibility of not having a higher level crossbows that give the same bonus in future patches.

nevertheless, nerfed or not, QS like the rest of the archer tree is in a good place compared to swordsmen

This is why I deleted my Fletcher character. Even though it’s strong I hated the play style. I love QS play style so even if it gets nerfed I will still have fun playing it. On the other hand If I went all in on that Fletcher and it gets nerfed and looks like it will. I would’ve felt like I wasted my time.

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so you are good at single target dps you want aoe too ?

reiter got strong skills but require to charge and have high cool down
when RS have high up time, also reiter with mount are still slower than qs c3 with running shot

even at rank 7 RS are still very strong
no idea why you called only too strong at rank 4-5

Totally agree with you, at rank six/seven running shot is not a big deal. I’m hoping the nerf won’t be so notorious. Anyone has test it after the nerf?

at this stage of the game for pve, higher lvls right now basically require aoe in build or great synergy with aoe support. running shot as the main tool in the build essentially requires people to build for aoe outside of it if they aren’t into just solo bossing, rushing, etc as running shot’s synergy with aoe support is linker. cryo and swash gathering, along with falconer circling, don’t do anything for auto attacks to become aoe as it stands atm.

the main reason why its not too strong at rank 6-7: it is auto attack, it scales very linearly and not by huge amounts. while it is mobile as much as other mobile builds, auto attack damage scales reversely with enemy stats moreso than skills do. mob HP and defense scales more than crit resist paired with weapon equips scaling less than higher rank skills base damage and multihit count. at lvl 170, you use a higher enhanced grand cross (except on flying mobs), and keeping this same weapon since lvl 40 makes scaling low. also, when lvl 200 hits most if not all mobs as you go further on have greatly increased hp that you see from time to time prior to lvl 200. these 2 points are where other builds start getting too much advantage over qs3 in situation details.

at this point wugushi hits its full potential, which is the other fully mobile build, and scales more thanks to attributes and free weapon choices. fletcher gains magic arrow 5/6 putting it just ahead of you against stationary targets. lvl 220 item didelGC is obtainable at lvl 240, this is where qs3 catches back up a bit because the major increase over grand cross, along with a r7 class. but, fletcher maxes out the best 1target damage skill in the game, and does other stuff during it too. and wugushi is already 1-2 class ranks further essentially copying your r6-7 choices, but can choose ranks for 1target if it wants whereas you need aoe big time.

so, ranks 6-7: wugushi is your rival, with attribute advantage by a bit; fletcher destroys you vs stationary targets; other builds have potentially many more ranks chosen for aoe damage. qs3 is strong but not too strong.

later content that gets added on, there most likely won’t be an xbow like GC/didelGC. however, by that time builds should be gaining enough that running shot is used as filler (and fantastic for filler at that). the loss in 80% damage buff hurts a bit, but no one should care that much about losing some duration on the buff with a different weapon. on the other hand weapon swapping still will exist and later weapons may not be large enough increase to replace didelGC for at least a while.

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