Ok so I'm going to give in to the community's + scout's need for some type of improvement.
The issue being relayed in Lack of Damage, lack of survival.
With that they're being hit on both ends. I'm going to propose a [A] or [B] style fix.
Option A:
Trap Shots [Uniques]
What do they do? Essentially it gives the Bow scout the unique option to become more survival + tactile orientated by being able to Shoot their traps at enemy's, negating the need to Set them.
Believe it or not it does come at a price. Not having pre-set traps means if an enemy gets out and they're in close quarters, your steel trap is now on cool down, and you don't have access to it, like wise with the aspeed + mute traps.
Obviously there is the benefit of being able to directly trigger the trap instantly on a foe. So here's the list.
Trap Shot: Siphon [Unique]
Cost: 2 sp
Requires: Siphon Trap Lvl 5
Cooldown shared with: Siphon Trap.
Trap Shot: Steel [Unique]
Cost: 2 sp
Requires: Steel Trap 5
Cooldown shared with: Steel Trap.
I'm not going to actually propose all 3 be made unique, just the 2 key ones that scout find the most useful. This is because of a fundamental flaw.
Trap shot would allow the scout to set a siphon/steel trap[s]/combo, wait for the CD, then use them as an active without trigger the set traps or be blocked by the CD.
Or
Option B:
Wounding Shot [Unique]
Cost: 2 sp
Requires: Triple Shot Lvl 5
Cooldown 12 seconds
Effect:
A carefully aimed shot pierces the foe and causes significant trauma + bleeding for a short time
Status: Bleeding
400/second for 5 seconds @ 4
or
500/second for 4 seconds @ 5
[Linked to Steel Trap [Unique]]
Sacrifice Beast/Hawk: [Unique]
Cost: 2 sp
Cooldown 40 seconds
Effect:
Dismisses the Current Hawk summon and restores 50% of your character HP over 20 seconds [2.5% / second]
[This would require Hawk + Beast to have a cooldown relative to the sacrifice, probably 25 seconds - 35 seconds should* do it I would imagine.]
[Linked to Siphon Trap [Unique]]
So why the Bleed?
Technically, users aren't used to being a snipe / hit'n'run class. The bleed allows you to keep a focus on maintaining your distance from an enemy. The sacrifice even with the long cooldown gives you access to recoup/recover while stealthed. Yes, technically just giving Camo a recovery effect would be easier but what I had in mind was the fact that Scouts feel left out of the damage department.
So theoretically I wanted to instill in this proposal the usage of either more DPS + Damage orientation [Via Bleed and usage of pets] or survival [by adding extra utility to traps]
The linked between the uniques would prevent too heavy a impact by restricting those options to "lanes". Can't always get the best of both worlds.
So that for now is where I'll leave this proposal at. Hope it stirs some good debates, well mannered improvements, and eventually something we + the staff can all compromise on and assist or fletched friends.
~Cheers Feuer