Scout Archive
Thread: MaskScent Timer????
I just read on a fan site that the Mask Scent command now has a timer....WHY?
A timer is not needed to get rid of those gaining all of the scout XP...You needed to lower the scout XP amounts recieved by the mask scent. With a timer and all the dropped maskscent attempts on a hard planet...makes a hard planet unbearable now. We wont last out there at all now.
I just got to Yavin 4 to train and I can't get any xp there now because of a "timer". If you get deceted you have to wait til maskscent would normally go off to start it again,i think.
I am at work and cant see the notes...but i see this same thing on a few site messagebaords now ....sad sad day for the scouts.
Sadly, I wasn't able to take advantage.
It makes me sick to think that the scout can no longer scout and do what everyone thought the profession was for.
I have never once bitched about this game until now...do your research before going out and f'ing us over SOE.
SOE: Sucking Off Elephants.
Thanks for making the scout such an exploration class...can't wait to harvest ten billion creatures.
Like a previous poster said, nerf the XP...not the ability. It's not the XP we loved the skill for.
-Solara Syn-
Let's try and get this thread back to being somewhat constructive.
List off how you used to use Maskscent, how this change affects you, and how it can be fixed in a better way.
I have used maskscent a fair bit. I /maskscent, run towards an aggro creature, get detected, run away, and repeat. After a few minutes of this I get fed up, lie down, and shoot said creature, then skin it to get scout XP faster. This is with Exploration III.
Maskscent has worked four times total for me, for a grand total of around 500 XP, and none of these happened to be when I was trying to /maskscent for XP. It has failed several hundred times, possibly thousands. The rest of my 100,000 or so scout XP has been from creature harvesting. At the point where you might be able to get decent scouting XP from maskscent, you no longer need scouting XP. It's only good for creature harvesting, which most of us have proabably come close to maxxing out anyway at that point, since you have to have maxxed theexploration skill tree to be able to make XP off using /maskscent. None of the advanced professions use scouting XP, it's useless after that point.
This change doesn't really affect me for now, since the maskscent success rate was so horrible before thatI only click it onnow as a joke. When I become a creature handler, however, it's going to make sneaking up on aggressive creatures a long and extremely painful procedure. I'll probably end up just killing the parent creatures rather than trying to sneak around them.
Better waysof fixing this, take your pick;
-Reduce the XP gained from a successful /maskscent to about 1/10th of what it is currently, or even remove it entirely. It really is quite high, and I could quite happily just make the XP from harvesting instead. Hides sell pretty well.
-Drastically lower the failure rate. If I'm capable of making maskscent fail 60 times in one minute on blue creatures, (and it does) something is wrong, especially if something that I can only use once per minute lasts an average of about one second.
I had the same thought, Knuk. With Exploration II, I've never seen /maskscent work. If it continues to be usefull until you get to Exploration IV, then what's the point of even having it as a Scout? Just make it a Ranger skill.
Advancing as a Scout would be much more tolerable if Trapping and Exploration bothearned Scout xp and Harvesting gained Hunting xp. Trapping xp is much easier to get. (mental note: get to Trapping IV ASAP before they nerf that, too.)