Squad Leader Archive
Thread: Squad Leader: Incredible waste of time and effort so far....
Well I just got Volley Fire, after spending a long time to get there. I thought this move would allow me to direct the fire of everyone in my group onto one target as a single, powerful attack, but all it does is make them shoot the target with a move that is even less powerful then their original attack. And guess what? IT FAILS...lol, like everything else besides Steady Aim(which is useful only if your group if a bunch of rookies).
The mind cost of SL moves is WAY too much(my mind was hit for 338 using Steady Aim with 4 people in my group today), they fail too much, our group bonus's don't work and our best move, Volley Fire, doesn't seem to be that impressive(especially to the point to where my group can more effectively take on a group of hard creatures/NPC's like the description says).
Augh, I wish they would have implemented those few changes into this patch. What is the word on when we are getting those updates? Pistoleers get nerfed for the 3rd time in it, Rangers get cool new abilities, BH's get yet another power increase when they needed no such thing, etc. etc. Where is the love for the SL, a profession that doesnt feel like being a Squad Leader at all but more like someone who just slows the group down because after every battle you need to sit down and wait for your mind bar to fill again.
The sad thing is the Squad Leader has a crap load of potential within the profession. You could basically become the Commander of a Squadron and actually be an influential part of that group, but the skills given to us are both broken and not very useful right now. Steady Aim is great, if your group is a bunch of rookies who miss alot. Rally is great, if it works. Retreat is great, but the Burst Run only last for maybe 3 seconds.
Changes that need to be made automatically to the existing skills before anything in my eyes should be like this,
1.) Makr Rally boost yourgroups Attack Power and Defensive Power by 25% and make the fail rate only 50%, not the current 80% or even 90% in some cases(yes I have failed 9 times in a row out of 10 tries, I've only twice does it twice in a row). But the attack and defensive modifiers dont even seem to effect the battle in any way.
2.) Make Retreat actually DRAIN the Action and Health pools by 250 per second. The longer your action and health can hold up, the longer the burst run effect lasts. Also this should add a significant amount of defense to your squadron during its retreat.
3.) Steady Aim is fine....it actually works well, but as I said above when your playing with an Elite squadron they hardly miss anyway.
4.) Volley Fire should make everyone in the party fire a barrage of attacks at the enemy with a damage increase of 25% to their original damage ratings, and the attacks should pool together into one damage. This would actually make it possible to attack and kill a large beast easier then before. But when I'm with a group of 5 and we only do 200 damage each, that really isnt any different then everyone just attacking like they do anyway. And this attack should not fail at all, and it should not take away from the Mind, how hard is it to tell someone to attack something?
5.) Lets make the Ranged Defense bonus's actually noticable eh?
6.) Lets actually make the Melee Defense bonus's actually noticable eh?
One bright side to the SL profession, however, is that it has kept me from feeling like my pistoleer skills are the most useless in the game. Only one of my passive stats (dodge) and 2 of my abilities are ineffectual there.
Nope, I can safely say that SL is, bar none, the most worthless class right now. Lets face it. All a master SL does is make his non-scouts run faster up hills. And occasionally shoot himself in the head while trying to rally his comrades.