Ranger: Arcane Archer Changes (Early Autumn Edition)
Here's some changes we'd like to make to Arcane Archer sooner rather than later. We expect we may come back to Arcane Archer in the not-distant future to address additional issues we'd like to get to. We consider this a strong basis for improvement in some of the primary Arcane Archer features. There are some specific abilities that we consider underperforming that we want to address but may not have time to get in very soon1.
Arcane Archer
- Action Boosts reduced to 1 AP per rank
- DC Based Arrow Stances: Includes Terror, Paralyzing, Banishing, and Smiting Arrows:
- Each becomes one rank, 2 AP.
- Each has a saving throw of 20 + Wisdom Modifier + Enchantment Spell Bonuses
- Each enhancement taken grants +1 DC with Enchantment Spells.
- Paralyze and Terror become short durations, but no additional save after the initial save. Short in this case is about 6 seconds. If you keep shooting one target, it can continue to be Paralyzed or Terrored. If you can keep a line going for Improved Precise Shot, you can keep this going on multiple enemies. To control maximum enemies, you'll need to frequently switch targets.
- Paralyzing Arrows: On save, chance to apply 3 seconds of -10% Movement and Attack speed.
- Smiting Arrows gains a chance to apply Deconstructed (slows attack speed, reduces fortification by 25%, and inflicts a 25% penalty to Repair healing)
- Banishing Arrows gains chance to inflict Pull of Reality1 on each hit.
- Pull of Reality1: -1 PRR, -1 MRR. Stacks up to 25 times. 5 stacks fade away every 3 seconds (if no new stacks were added).
- Elemental Arrows (Corrosive, Flaming, Frost, Shock)
- Increase base damage to 1d8.
- Damage scales with Spell Power. Exact amount TBD.
- Each additional Elemental Arrows increases damage by +1 die.
- Each enhancement tier from 2-5 has a new multiple choice option, "Elemental Damage", that increases damage by +2 dice (for a maximum of 7 dice if you select only one damage type).
- Tier 5 Elemental Arrow damage (Improved) also scales with Spell Power.
- Force Arrows scales number of dice with Elemental Arrows, and also scales with spellpower
- Shadow Arrows (Core, 18 levels of Ranger):
- Gains: "Passive: Equipped bows gain +1 Competence bonus to Critical Damage Multiplier"
- Mystical Archer (Core, 20 levels of Ranger):
- Dexterity bonus increased to +4
- Slaying Arrow:
- Depending on DPS testing, this may be decreased or increased in power. Yes, if we've injected too much power into Arcane Archer, this is where we will probably pull back on some of it. We don't expect to fundamentally change the design of this ability, but it's not healthy or good design for so much of the power of one enhancement tree or build to be in a single ability like this. (And yes, we understand just how powerful and vital it is for certain builds, but that's part of the problem.)
This accomplishes a few goals:
- DC based abilities2 have long been a bane of Arcane Archers. They were often extremely strong when obtained, but had no way at all to scale up towards higher levels, which has only gotten worse over time and higher levels. Reworking these abilities was a key feature we wanted to get to sooner rather than later. This has meant we've wanted to adjust how some of those abilities work as well, and in particular wanted Smiting and Banishing Arrows to feel more impactful on attacks that were not criticals (while not simply adding damage).
- Elemental Arrows were simply too weak, and also didn't scale into Epic levels. These changes should make them feel pretty powerful in heroic while also having some good options to scale into Epic. The addition of multiple choice options gives players some meaningful choices on how to progress.
- Those two changes, especially focusing on Spell DCs and Spell Power, help with the lore and flavor of Arcane Archer as well. While not strictly necessary for gameplay, we like to support this when we can. It also gives us a means of differentiating Arcane Archer from other potential bow users. We know this isn't a large and fully realized group of build choices, but we certainly want that open as a development path, and hopefully they won't look all that similar when we get there. Fighters focusing on bows should be viable, for instance, and wouldn't be likely to invest heavily in Spell Power or Enchantment DCs.
- Some of the other changes are really quality of life, keeping up with the Joneses, and things we can quickly and easily do.
Again, we want to say that we don't think this is a perfect or even a complete pass for Arcane Archer. As an example, it pains us to leave Dispelling and Shattermantle shot as-is, and we've been discussing some other possibilities with the Player's Council. Those abilities really need a larger redesign - potentially touching on things like a redesign of Dispels across DDO, for instance, which we just don't have time for right now. But some of us having been pushing to get some of this came out sooner rather than later!
This is, of course, a design-in-progress, subject to change from testing, math, deep insights of wisdom, a million kobolds with typewriters, or designers unscrupulously trying to fit a bit more improvement in when they should probably get on with Level 30 work.
Thanks for your thoughts and feedback, and may you always be fighting in the shade!
Footnotes, Vargouille? That's so outdated. Do you think you're in the module years?
1. (TM)
2. I'm going to recommend that when you fight in other planes, some enemy monsters should inflict Pull of Reality on player characters...
3. Developer Trivia: Some of the choices here in particular relate to technical hurdles that we've spent some time investigating working around but are probably not worth (even more) time. If you look carefully across DDO, you may note a relative lack of saving throws on most player abilities which are triggered passively. (Shiradi's Nerve Venom, for instance, was always intended to have a saving throw... it just didn't actually work, so got redesigned some at the last minute!) It's not that it's 100% impossible to do some of this kind of thing, but the amount of extra work is staggering (compared to even moderately simple abilities, can take 20-40 times as long to create). Even getting the saving throws we do have here is a bunch of extra work that doesn't really help anywhere else in the game, but at least applies to four abilities. This is also part of why they all use Enchantment Spell DC bonuses, rather than Terror Arrows using Necro... err, I mean, you are clearly enchanting your arrows in any case. So it's a lore reason! That sounds better, right? And therefore part of the flavor is that Arcane Archers specialize in Enchantment. It all comes together, somehow. (No, we're not going to base monster saves assuming you have 4 levels of Arcane Archer to get better Enchantment DCs... but if some Elf Wizard wants to go for it, well, we love somewhat crazy builds.)
P.S. I probably ramble on too much even when I don't give a Trivia warning. Maybe I shouldn't use that. Maybe I shouldn't post hours after everyone else has gone home and no one can stop me. Bwahahahaha!
I have a quetion concerning the DC based on Wisdom
First I'm coming from the perspective of Elf to access AA and not Ranger.
• Each has a saving throw of 20 + Wisdom Modifier + Enchantment Spell Bonuses
I personally enjoy a 12/8 Elf Fighter/Wizard. My primary attribute is Dexterity. While I don't ignore wisdom I'm trying to understand why Dexterity Modifier is not an OR option. To me Dexterity works well especially with Elf and leveraging Grace's Dexterity to Damage.
I understand that wisdom is a recommended attribute for Rangers but most builds only go for enough wisdom to meet spell level which is needing to hit 14.
Also the fact that most Arcane classes are either Intelligence based or Charisma based.
I would like to ask if possible to allow this to be the highest of Wisdom/Dexterity/Intelligence/Charisma.
This would open up more build options for the AA tree as well as remove the advantage a Monk AA build would have over other builds.
I do understand that Wizard AA builds do get an advantage with access to a Spell Focus Feat(s) so that might also need to be considered.
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I like the elemental arrow direction - especially the spell power part, may even consider these with this type of change.
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As pointed out by another poster. Are we going to see a change in the Doubleshot penalty from Manyshot/10K Stars?
Multiple Possible Stats for DC Scaling
As monkchers are mostly the only build with WIS as a main stat, having ONLY Wisdom is unfair to the class AA is made for. To satisfy multiple parties, the DCs should work like this:
Base DC+ Stat modifer that your bow's to-hit uses + the other bonuses
This way, three options are available for AA:
Int-based using Harper, to the boon of ARCANE casters
Dex-based using DWS' Improved Finesse/Elven Grace, for elven ____, and the ranger in general
Wis-based (maybe add enhancement that allows WIS to damage, possibly to-hit for pure ranger w/o ki compatability portion?), so the monkchers don't destroy the forums in rage at nerfs.
There's no reason it couldn't be coded, as assassins get the option of INT or DEX for their DCs.
it just needs alittle love
just giving AA a small boost would do allot, and maybe working on how to get the different arrows to work better on hot bars from within quivers.
slayer shot seems fine as is. considering AA really only have 2 destinies to use maybe something special would be neat. just please don't break it.
maybe abit more ranged power?
AA from day 1.
Concerning 'Pull of Reality'
1) I don't think that Pull of Reality is powerful enough to require it to lose 5 stacks per 3 seconds. Compare it to 'Vulnerability'.
2) Yes, please let some outerplanar monsters use this debuff! More monsters need to do more than just damage.
AA(do it for Archers/Bows)
1-As a player really fan of bows from the beginning and im not fan of do specialized trees for only one weapon but i think we need a tree facing "bows" because the nerfs applied the thrown weapons also had an effect on the arches and there is already the tree Ninja Spy with a good support to trowing weapons and Mecanic to missile weapons.
2-Nice change doing spell power to the elemental arrow.And if u dont have spell power the adicional damage keeps almost the same or even better.
3-really need the status to damage skill, since most of the ranged specialized classes have it.And the best of the options a multi selector choise(Dex,Wis,Int).
4-I really would love to see AA using some arcane magic like Fireball Arrow,Chain Lightning Arrow,Acid Rain Arrow,frost lance Arrow,Magic Missile Arrow in a small percentage chance on each arrow.
5-A adicional +[w] and +%AttSpeed damage with bows ... as compared to the repeaters/gxbows of mechanical bows seem pillows.+40% Ranged Alacrity with non-repeating crossbows."Non-repeating crossbows increase this to 3 Sneak Attack dice and also gain +2[W]. Great Crossbows now vorpal on a 19-20" seens a loot more OP then a 20s skill who have only 1 combo on all game(fury shot) and a insane a penalty for more then 1 min,who insanely stake with the penalty given by 10tz giving -200% of double shot.(i inderestand the extra dice damage but...why...why...why greaterxbows are soo ******** fast then bows...If fury shot break the game balance ...take it, because as someone who likes bows I still prefer to see good gameplay with bows than an entire skill nerfed for a skill used with shurikens).
6-Give us vorpal too...or do something like vorpal arrow.
7-Really "Horizon Shot" give 20 melee/ranged power and "Mystical Archer/Master of Imbuement" give %attspeed who selfnerf if you use manyshots?
Why only Wisdom Modifier?
Why only Wisdom Modifier? should it not be wisdom and dexterity as they are the states you can take in the tree?
Well if it stays only wisdom modifier, think ill just stick with the elemental arrows in epics.
Also Mystical Archer (Core, 20 levels of Ranger):
- Dexterity bonus increased to +4
That is so weak to the other two enhancement trees. Also if your forcing arrow DC to wisdom should this not be +4 bonus to wisdom and dex? Also why no Ranged Power?