Specline issues
Longbow:
1) 250 Qui cap: Scouts are extremely limtied when trying to decrease drawtime.
The results of removing the Qui cap or adding diminishing returns after 250 can be seen here.
2) A mathematical analysis of archer DPS within NF can be found here.
Shield:
Vs DW/CD/LA our block rate is reduced by 50% (as opposed to having the penalty scale itself via Shield spec). Combined with the 50% evade penalty to DW/CD/LA and the ability to block only 1 attacker with a small shield this too often creates a pre-determined outcome when facing DW/CD/LA.
Stealth:
There is very little incentive to spec highly in Stealth within NF with the ability to augment speed/detection with MoS. This can be viewed as a positive, however adding abilities to the Scout's Stealth line would encourage specline diversity without harming exisiting specs.
Thrust:
No reason to spec 50 Thrust. Beartooth (15 spec) remains a superior stun option to Dragonfang (50 spec). Diamondback (Hibernia 25 Pierce spec) is equal to Dragonfang at half the cost. The recent Dragonfang changes were not needed for Scouts.
Slash:
No issues at this time, Slash remains a well-rounded specline for Scouts.
Style Issues
Longbow:
1)Volley range is reduced when firing from an elevated position.
2) Volley range overall is too short. It is possible to exceed Volley range with a normal shot -
this goes against the principle of Volley.
Thrust:
As outlined under spec issues.
Realm Ability Issues
1) Summon Arrow is generally useless and should be replaced.
Master Level Abilties
1) The Battlemaster line has only 1 or 2 abilities (Bodyguard and occasionally Grapple) which are of use to a Scout. Adjusting the Battlemaster line for Scouts/archers to include more Scout/archer-friendly abilities in place of the unused styles may be preferable.
2) The crystalseed abilities within the Sojourner line are of extremely low utility and need to be revised or replaced.
New Issues
1) The archer dynamic: It has always been understood that 100 units of additional range and access to the slowest bows has been an advantage (the bare minimum advantage) of the Scout due to the lack of an additional specline. It needs to be stressed that this dynamic needs to be restored and maintained unless Scouts are going to see improvments in other areas. We have seen this dynamic change since ToA to the detriment of Scouts. A quick example would be the Falcon's Talon ToA bow. See here for a detailed history of bow speeds up the present day.
Item Issues
1) The Braggart's Bow level 10 proc is an underperformer. Ideally should be tweaked to be a proc rather than a charge.
2) A solution to the Legendary Bow issue would be the inclusion of elemental arrows.
Documentation Issues
1) Base bow of each bow range should be listed via delve.
2) Renaming of Longshot to Trueshot is confusing and unneeded.
Other Issues
1) Enemy reactives are still being set off at range by arrows.
2) Arrow evasion, particularly evasion while stealthed, is still a major concern.
3) Volley has no animation what-so-ever.
4) Archers often wish to switch rapidly between different bows just as other classes are able to rapidly switch between weapons, even with Rapid Fire available. Being able to equip a bow in the 2handed slot would completely alleviate the problem.
5) The duration of siege lore is too short, especially considering the current unavoidable long drawtime/250 Qui issue.
6) The Camo timer is 5 minutes too long.
7) There is still no option to add working procs to crafted Longbows.