Disclaimer Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
Hey! So, now that we're moving into Update 49, it's time to take a look at the Bow Combat Style Changes. This is a complicated pass with a lot of moving parts, so we wanted to walk through the reasoning behind things before listing the full itemized list of changes at the bottom. Here's what's changing and why.
For Update 49, we're looking at revamping the Bow combat style. For a long time, Bows have been difficult to balance on our end, and as a result have either been extremely strong relative to other builds or (as is the case now) been trailing behind a lot of other builds. We're aiming to rebuild the structure of the combat style, fix some bugs, and ultimately make the Bow combat style easier to balance and stronger overall.
As a note: As we've mentioned before, there is a Bow-themed Universal Enhancement Tree (Horizon Walker) scheduled for later this year. At the moment, that is tentatively scheduled for Update 50, after these changes, and we'll be rebalancing our plans for that tree after this is done.
As usual with these threads, all of this is subject to change. Please note that we're still in the process of DPS and bug testing - While we have goals laid out below, we're still working on making sure that we meet them, and many things (especially specific numbers) will likely change before Live.
Goals
- Add an animation set to Bow combat that allows us to balance the Bow combat style without incredibly-high BAB values that break the speed cap.
- As I'll get into below, the current Bow animations are problematic for balance as well as certain features of DDO's engine. They need to be replaced.
- Buff bow builds in Heroic levels.
- Bows attack a lot slower than other weapons on Live currently, and that's especially problematic in lower Heroics. We're looking to improve that with a mix of speed and power.
- Buff bow builds in Epic by retaining the existing maximum attack speed but adding more power.
- Conversely, for game performance reasons we don't want Bow builds shooting much (if any) faster than they currently do. However, we do want endgame bow builds to be stronger, so that means making each shot hit harder.
- Remove the combat style's over-reliance on burst damage by eliminating Manyshot and adding most of that power back to bow stats in other places.
- As we've said for years, Manyshot's design is one of the main sticking points in being able to increase overall Bow damage. Your damage is multiplied so much 1/6 of the time that it's difficult to buff the other 5/6 without ridiculous hoops, connected cooldowns, and weird clauses. It's time for it to go in favor of more overall power for bows. As you'll see detailed below, we've changed Manyshot to an attack, and added more stable Ranged Power and Doubleshot into Bow feats. Between those and the new Manyshot attack, you should (by the time we go Live) be doing better damage overall than before, just distributed more evenly across your attacks.
- Diversify the number of viable builds that can use Longbows and Shortbows.
- Right now, the only builds that are really close to viable with Bows are Rangers (and, to a lesser extent, Fighters). There are other trees that can make use of Bows, and we'd like those to be more viable than they currently are (even if they end up trailing behind the sheer power of Bow-dedicated Fighters and Rangers).
- Don't significantly shift the role or strength of individual Enhancement Trees - Let the pass' other features bring all of them up together.
- We have a number of trees that support Bows, and we don't plan on using this pass to shift their relative strengths or focuses.
- Deepwood Stalker: DPS-focused tree that balances Melee and Bows.
- Arcane Archer: Crowd Control-focused tree with a secondary Elemental DPS theme.
- Kensei: A Bow DPS tree (if you want it to be, anyway).
- Knight of the Chalice: A Favored Weapon DPS-focused tree, and if Bows are your Favored Weapon, it can work. (We've made one change for this tree below, to aid in the fact that acquiring Bow feats is harder for Paladin than Fighter or Ranger).
- Warpriest/War Soul: A hybrid DPS/Casting tree with the full backing of Divine Healing spells. (We're still talking about whether or not we feel it necessary to add Bow-specific bonuses to these two trees to support Silver Flame Cleric/FvS.)
- Zen Archery Monks: Usually a hybrid of some kind, we want to make sure they're supported also without becoming disproportionately better or worse.
That all said, let's dive into what's changing.