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Thread: Archer Nerf

  1. #61
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    Quote Originally Posted by Jacoby View Post
    That is correct. I would like to mention though, just as a side note to this thread that the base rate of fire for archers is somewhat, lacking as compared to melee. With some recent rumors, not yet confirmend myself, that the slaying arrows damage will be reduced (halved), I would think some changes to the base rate should be considered. Otherwise ranged will go back to the sad state where they once were... Unwelcome in most parties. Even with slaying arrows, as they are now, most parties don't want Arcane Archers except for specific quests and raids (new Invasion and DQ). Just something to discuss if you feel it is relevant. I personally stopped playing my arcane archer some time ago in favor of the new rogue mechanic line, which I personally love by the way. Very nice!
    The change to slayer arrows was an internal test that left behind a text error, and was noted by the devs as NOT being changed in game.
    We have an AA in our guild that is never lacking for a group slot, so I think it may depend on playstyle, gear, and reputation.
    Beyond that, a pure AA still gets all the perks of a Ranger that many melees don't.
    My observation has been that many groups do not want ranged combat players, not necessarily AAs; it is just hard to separate them in an LFM.

    That out of the way, I would be extremely disappointed if a rate of fire error was allowed to go live for Archers,
    and would be curious to see if this same alacrity error is showing up on other enhancement haste boosts, Jorun' Collars, etc for other classes? Any monk stances not stacking as well?

    Please, Turbine, as much as new stuff is nice, do not allow a broken mechanic like this one get onto live.
    Seriously, mates, please.

  2. #62
    Community Member Drfirewater79's Avatar
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    I wonder if the archer nerf is to make way for TOD damage rings working on bows and thrown weapons in update 8?

    not confirmed but speculation.
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    Quote Originally Posted by magnus1 View Post
    drfirewater... thanks for being the voice of reason!

  3. #63
    Developer Phax's Avatar
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    Quote Originally Posted by Drfirewater79 View Post
    I wonder if the archer nerf is to make way for TOD damage rings working on bows and thrown weapons in update 8?

    not confirmed but speculation.
    It is not a nerf, it is a bug.

  4. #64
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by Phax View Post
    It is not a nerf, it is a bug.
    wasnt really pointing fingers lol

    was just trying to start some speculation ... since ranged combat is so underpowered and generally worthless unless your an arcane archer .. and slower attack speed but increased thread makes no one want to play with ranged rangers...

    just thought it would be funny to throw the idea around of adding tod damage rings into the mix for rangers.

    not really being serious ...especially since they get greensteel .. i would personally rather see monks get GS tier III effects from wearing two TOD rings crafted ...

    but this is a ranger grief thread so i will hold my comments on that lol
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    Quote Originally Posted by magnus1 View Post
    drfirewater... thanks for being the voice of reason!

  5. #65

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    Please, Turbine, as much as new stuff is nice, do not allow a broken mechanic like this one get onto live.
    Seriously, mates, please.[/QUOTE]


    /signed

    PS I would rather wait a few more weeks and have a good launch with everything working properly.


    If at first you don't succeed... skydiving is not for you.

  6. #66

  7. #67

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    Quote Originally Posted by Thoon
    It appears the issue is with alacrity type bonuses only, not the overall base rate of fire.
    Take a look at the reload part of the animation (for bows, crossbows, and thrown weaponry) and you will notice that it does not scale the proper percentage when under the effect of an attack rate bonus. It only uses ~50% of the alacrity bonuses.
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  8. #68
    Founder Aesop's Avatar
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    Quote Originally Posted by Phax View Post
    It is not a nerf, it is a feature.


    fixed it for ya

    (sorry could resist)

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  9. #69
    Community Member Xeraphim's Avatar
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    Quote Originally Posted by Thoon View Post
    The base rate of fire is unlikely to change

  10. #70
    Developer Phax's Avatar
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    We have a fix that will be in update 7. Thanks to everyone who reported the issue!

  11. #71

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    Quote Originally Posted by Phax View Post
    We have a fix that will be in update 7. Thanks to everyone who reported the issue!
    Phew! Thanks guys, this would have been ugly otherwise. Glad to see the communication worked well on this one!
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  12. #72
    Community Member Jacoby's Avatar
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    Quote Originally Posted by Phax View Post
    It is not a nerf, it is a bug.
    Thank You, Thank You, Thank You!!!

    I had many in my guild that were concerned about this one along with myself.


    I have to give you guys much Kudo's on this Mod. You have been communicating with the community and I, for one, greatly appreciate it. Makes me feel good about the game overall.
    Last edited by Jacoby; 10-04-2010 at 06:39 PM.

  13. #73
    Tasty Ham Smuggler Kromize's Avatar
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    Quote Originally Posted by Phax View Post
    We have a fix that will be in update 7. Thanks to everyone who reported the issue!
    Did you add a bonus 50% ROA as well?

  14. #74
    Hatchery Founder Glenalth's Avatar
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    Quote Originally Posted by Kromize View Post
    Did you add a bonus 50% ROA as well?
    Tee hee.

    Just fixing the alacrity and other speed bonuses to work as advertised would be a huge help.
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  15. #75
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    Hooray! Thankee, Phax and Thoon!
    <-- Stands down the bombers

  16. #76
    Community Member negativeprogression's Avatar
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    I'm an avid archer and have read a lot of good posts about how to improve archery. I think the biggest problem is that balancing archery for pure dps situations (raid bosses) will overpower it for normal questing with the current implementation which is why archery stays underpowered, so a number of changes need to be made to properly fix archery at least; since these ideas aren't completely mine I'm not wholly to blame if you think they are **** (haha thats a disclaimer).

    1: Rate of Fire (to be more specific: reload time) should benefit fully from all speed bonus' except whilst Manyshot is active, when it should operate as it does now (50% effectiveness).

    2: Improved Precise Shot change;
    -5 damage with longbow or shortbow
    activation cancels Bow Power (see below)

    3: Manyshot change;
    becomes a toggled ability
    slows reloading (as per point 1)
    -2 to hit and damage, and a further -3 whilst moving (bringing the penalty to -5)

    4: Bow Power new feat;
    toggled ability
    pre-requisite Bow Strength and BAB 11
    +10 damage with longbow or shortbow
    -5 to hit
    activation cancels imp precise shot

    had to get that out of my system sorry if it sounds crazy

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