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  1. #21
    Community Member timmy9999's Avatar
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    Jan 2017
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    Default Yep he's right

    Quote Originally Posted by jakeelala View Post
    Bows are so nerfed into the ground it's literally disgusting. Some suggestions:

    1. Un-nerf bows from IPS 20% reduction (thematically bows have much more piercing ability than throwing weapons)
    2. Bows are two handed, they deserve to get 1.5x damage from Stat bonus
    3. Inherent IPS: Give bows inherent improved precise shot (10-30%) that will work for each target an arrows hits even if you're in Archer Focus.
    4. Add to Point Blank Shot: "with a bow equipped, you gain +3[w] within 10 meters, and +5[w] to damage within 5 meters"
    5. Add to Archers Focus: "with a bow equipped, you gain an additional +2% Doubleshot with every stack of this feat"

    Thank you
    And they are nerfing the only reasonable dps build which is throwers. All ranged need and overhaul. Or how about remove strike through..yer that is too OP...we all want classes the same, remove cleave and strike through..give melee the same damage as ranged, that's fair...sigh!!
    Last edited by timmy9999; 09-02-2020 at 07:33 PM.

  2. #22
    Community Member
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    Jul 2012
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    Default

    Quote Originally Posted by salmag View Post
    I do. But Bows need something, so expand the Point Blank Shot for them...

    You're right my original statement doesn't sound right...

    I tried to make it seem better... hehehe
    Sorry but that wont work. If it did rangers would be at the top with the infinite PBS shot range they get in DWS capstone. The problem is with bows themselves and how their shot speed interacts with the animation cap. To buff bows the base damage needs increasing or the animation cap needs a complete overhaul. With the throwing nerf coming into play there is a very good chance that throwers may need looking at in the same way.

    The problem for SSG here is going to be finding a way to make bows relevant again without breaking them and turning them into the monster inquisitor was. I think the way to go would be to give small incremental buffs to the base weapon damage so bows would become the slow hard hitters that x-bows should have been and x-bows stay the rapid shot but lower damage that ironically bows are known for.

  3. #23
    Community Member jakeelala's Avatar
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    Mar 2006
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    1,796

    Default

    Quote Originally Posted by AbyssalMage View Post
    That is something that has been a problem once it was discovered with the 10k builds back during MutU. Not sure it is a simple fix or they simply don't think it is worth developer time. But yeah, the fact that Halfling (and now Gnome) make for the best range builds is a PITA.
    yup, this is a super frustrating bit of programming that has always needed addressing.

    I think it's a little bit silly that Melees now have:
    -best damage mitigation (IN COMBAT)
    -Best CC (Dire, trip, improved trip, stun, AOE with strikethrough)
    -Extremely high damage output to MULTIPLE enemies and no fall off of that damage vs Red/Purple named
    -Massive HP inflation from EDF

    Ranged has:
    -Little to no CC outside of enemies in perfectly straight line
    -NO access to EDF (breaks the build) and very low HP
    -VERY low MRR/PRR caps for cloth/light armor (easy picking for champ dots and non-evasion spell damage)
    -No ability to damage multiple enemies without a 20% Damage hit, and again, only if they're in a straight line
    -High single target burst output DPS (this is literally the only good thing about ranged
    -Kiting which sucks, everyone hates, and generally wipes parties

    This is not a fun meta these days
    good at business

  4. #24
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    Dec 2015
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    I think your forgetting about all the mechanics that melee's have to deal with that ranged do not.

    Having to announce your presence and get in close to make a kill.
    Enemies walk right through you.
    Enemies pinning you in.
    Hamstring injuries.
    Booby traps (especially the booby bugs)
    Enemies that run away.
    Enemies that jump up to unreachable platforms.
    Enemies that knock you down.

    Thats just to name a few, and they all tend to stack on each other.

    Ranged have it nice. Real nice. Best in the game that I've seen yet. Pampered comes to mind.
    Not saying they need to nerf it, but melee deserves to be damage king, hands down and uncontested.
    Thats compensation for all the bs they have to endure to do the same task.

  5. #25
    Community Member
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    Oct 2009
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    Quote Originally Posted by J-2 View Post
    I think your forgetting about all the mechanics that melee's have to deal with that ranged do not.

    Having to announce your presence and get in close to make a kill.
    Enemies walk right through you.
    Enemies pinning you in.
    Hamstring injuries.
    Booby traps (especially the booby bugs)
    Enemies that run away.
    Enemies that jump up to unreachable platforms.
    Enemies that knock you down.

    Thats just to name a few, and they all tend to stack on each other.

    Ranged have it nice. Real nice. Best in the game that I've seen yet. Pampered comes to mind.
    Not saying they need to nerf it, but melee deserves to be damage king, hands down and uncontested.
    Thats compensation for all the bs they have to endure to do the same task.
    that s easily fixed if you re a warrior of some sort, just carry a throwing dagger or crossbow and shoot your ennemy once you cleared the melee guys...

    but for those who specialise in bow use, we are heavily penalised...

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