AA got a HUGE nerf. You no longer proc chances of paralyze, fear, banish, or smite on more than 1 arrow per shot. Currently, your doubleshot counts and, as many folks have reported, is the only way to remain viable as they continue to up mobs DCs to keep up with caster DCs. This nerf, package as a performance enhancement, only furthers their agenda of single target dps for bows. So, as an example, you currently get 2-3 chances to land paralyze and moving forward it is fixed at 1, regardless of how high your multishot is. This breaks AA builds for longbows as the DC potential is much lower than casters. They have no intention or plan to make AOE strikes with bows, primarily IPS with AA imbues, better.
Moncher, well, it is not based on a enhancement tree, but if you are building a wisdom build and plan to use AA (what a Moncher build is) you are also losing out. On top of that, Monchers lost 10k stars. So even thought it is not a tree per say, it relies on AA and thus is greatly affected.
Last edited by barecm; 04-18-2021 at 10:19 AM.
I am sorry but I have not seen the same experience with AA. I had a build designed such that it had mid to high 90s for dcs without using any pots/boosts while still being heavily dps focused (It was actually the Knighter build with some slight modification). This is not too far behind caster dcs and isnt even fully focused on dcs, it could have also been taking a feat, a twist, and swapping some gear to focus on the dcs even more much like a caster is forced to do and would put them in the same ballpark of dcs. Even without the heavy investment, mid to high 90s is pretty solid dc in my opinion and the build then had a massive amount of damage packed behind it (lost a little ranged power but gained some wisdom compared to the knighter). If anything, it shows monkcher still has some viability such as trying to boost dcs (not arguing monkcher is fine, it most definitely needs help but it is not completely gone, hopefully a monk pass will see some solutions to the problem)
I disagree with the current state of AAs using multiple hits to prop up their dcs by fishing for failed saves. I think it is quite possible to get workable dcs without much investment and that heavy investment can go even higher. It takes some optimization and design choices (lose some damage to gain dc) but that seems to be fairly balanced to allow choices to reflect the outcome of functionality. Some people seem worried about archers being forced to do single target dps, while completely ignoring that the dcs are possible if they actually look beyond only upping their dps. Considering AA just got better aoe, with Final Strike scaling with ranged power, shows the devs are listening and trying to find ways to satisfy player concerns while remaining within their goals and design scope. The ability may not fit everyone's definition of wanting aoe dps but it is available to use (at the cost of being a t5 lockout). If you want aoe with imbues, just use IPS. Yes, the dps goes down a little but it drastically increases the functionality of the cc. Having to choose between max dps and better cc seems like a fair decision to try and make instead of having both always optimal.
Deathlytime, Deathlysoul, Deathlylife, Deathfists
Thelanis
Going from 2 or 3 chances to 1 is a nerf no matter how you explain it. The Knighter is a great build and has huge dps potential, but is not a pure cc build by any means. I have had some interactions with Ilmer on it and he goes more dps with cc in there as best he can. Which, using the 2 or 3 chance method, works fine enough. However, the heart of that build is a burst dps that is generated in most part by sneak attacks with burst combination attacks. I also am not arguing how high a DC you can get because mid 90s is low in terms of what I have on my archer. I am 111 no pots, with a 102 wisdom, no reaper bonus, and I am by no means 100% maxed out. That being said, my enchantment caster guildies are maxing out around 130 or a bit better in order to consistently hit in mid to high reapers. The only reason I hit more consistently is because I get 2 or 3 times every shot as I am over 100 doubleshot. Going down to 1 chance per hit is a nerf no matter how you slice it and is what I am arguing here.
Last edited by barecm; 04-18-2021 at 12:02 PM.
Math > Anecdotal experience.
First of all it's far from easy to get good enough DC's unless your aim is to CC normal quests.
Secondly IPS is TERRIBLE AoE since not only it works poorly with the way mob grouping works (unlike other AoE like casters/THF) but it's also worthless on taller races against shorter monsters (and while jumping).
Thirdly no, switching from PS to IPS the DPS does not "go down a little". The drop is HUGE.
Even disregarding all of this though, it's undeniable that DS nerf is a big cc/on-hit effect nerf. That's a fact. Not up for debate. Build a discussion upon it, don't try to question it though.
Cannith - Juzam, Fighter 8 Ranger 6 Monk 6 AA/ Orocarn, Wraith 12 Stalwart Defender 6 Rogue 2 / Taigongwanng, Sorc TRing - Alleanza degli Uomini Liberi/Guardiani di Eberron
I support buffing the power of procs in general, or even buffing them based on the number of hits that triggered them, but the extra ooze is a bit of an iffy idea, since another great source of lag is mob pathing, and creating an army of pathing mobs might cause issues.
Buffing the oozes, making them tougher, giving something other than an ooze added to the proc. There's a ton of undiscovered practical and feasible ideas. An extra ooze just can't be one.
For my part (I love my ooze repeater) I'd like the spawned oozeling to immediately become top aggro target for the mob it spawned from. Soft CC and ensuring the spawns don't last too long.
Enthusiasm enthusiast enthusiast.
Nothing that's not already been stated before but RIP PSWF and orb-bashing. And what is the point of offhand versatility now? Apparantly I'm 'not doing the fun right'.
I actually think this entire pass is an attempt to make repeaters viable again.
Thanks for that! Yeah, I missed it. They really are intent on reducing procs then. RIP those builds.
Also, I wasn't aware that repeaters double-shotted the entire series of 3. I'd thought doubleshot just added an additional shot. So, that's interesting, thanks! I still don't see how repeaters are benefiting here, though. Unless you mean that they're slightly less affected because repeaters are more about dps than procs.
I don't think, IPS is terrible. It's by no means perfect, but it's foremost a feat-generated line-AoE that uses no other resources than ammunition, and is compatible with every offensive action boost and active ranged attack.
- Damage drop: The moment you consider, how easy it is to get at least 2 targets most of the time, 80% suddenly becomes 160% more damage. Depending whether you are in one of the many corridors of the game, can use increased movement speed well, and can use make use of your CC, getting 3 or more regularly doesn't require much effort. It requires skill, and some practice, but especially AA is able to get a line of enemies in a Paralyze-lock
- Height issue: An issue that's actually true to all ranged combat, but just becomes relevant when using IPS. The ammunition shoots from the weapon/hand of the character, therefore when you don't aim at an enemy and it's just between you and your target, you may shoot over it. It's not ideal, and requires some more target switches to deal with it, hence again more player skill and the ability to remember, that IPS may not be the stance you want to be in, when facing a lot of undead kobolds as a PDK-monkcher in a TTT run.
- The whole issue is a bit hard to fix. Having a PDK shoot from its knee or a gnome shooting from above the head just doesn't make a good impression, and changing the hit box of the arrow to have a larger up/down-detection will cause some other problems, like that ppl without any Precise Shot will hit mobs they're not aiming at and clearly shooting over, or to grant players the ability to hit stuff, that they're not supposed to hit, and having arrows stuck in the air, because it hit the slightly elevating ground three feet below.
- Until the devs got an idea that they actually can implement without breaking something else, let's just hone ourselves or just ignore IPS, if it's just that hard to use. I'm sure, the feat-slot is better used elsewhere with that attitude.
- Clusters: Enemies that gather in clusters around the melees are great for archers. Because they don't get closer, and you get to actually use the range. My POV is: Look for good opportunities, not the best ones. Clusters are usually 2-3 targets, so still a damage improvement... or just switch to Archer's Focus, now that you have time to stand still.
- Player skill: While it seems to be obnoxius to say "Get good", IPS is just a tool in your toolbox and understanding the tool and using it to its fullest is what makes it useful and strong. If no one would be able to make it work in any way, it'd be terrible, but I would say IPS challenging to use and hard to master, and that comes from someone, who still sees himself as much worse than others I had the honor to watch. Complaining doesn't help and may be more detrimental, as the blame falls onto the ability, not the one using it.
- Greener grass: Of course, there are other AoEs that are easier to use and provide a more satisfying experience and have a higher ceiling. If you want that, play that. Seriously, play that. Don't use something you consider "terrible" and if you pursue this style for other reasons, then consider that it was a choice made with all its consequences and act like that.
Wouldn't mind too much, if they just trashed IPS as a whole and rethink how ranged weapon AoE can work as a whole, as I think that IPS is what stands in a way of it. Whoever designed it, somehow got the idea, that "improved precision" equals "hitting everything that your arrow comes close to", which seems kinda odd.
Well, not that much of ranged combat makes sense in DDO. The bow, the weapon you literally can hold three arrows at once in your hand and shoot them in quick succession has no ability to shoot more arrows within a short sequence constantly (new Manyshot actually gets that right), while double crossbow has a high RoF despite no hand free to reload, and throwers can throw 5 missiles at once besides only equipping a single throwing weapon which magically returns and while re-usable not cloneable... well, dark magic pacts, I guess?
About the DS-change: Yes, the procs will suffer. Most of them are tied to ED though, so I just wait for that pass. In a sense, this allows the devs to consider how the DS-changes will change how they should design EDs. Maybe Shiradi gets canned as a whole and another ranged ED will emerge, maybe they find the right balance between server strain and randomness. Or they just reduce the randomness and deal with more silent cooldowns like Colors.
For the ones which aren't tied to ED: From AA, the only CCs are Terror Arrows and Paralyzing Arrow, rest is (conditional) debuff/vorpal. The CC-Arrows proc every shot, DC takes some effort, but if you're CCing, be prepared to spend resources on it if you want them to work. Relying on enough procs to get your work done won't be an option anymore.
Maybe more procs will move to weapons in the future, because it's less strain for the servers. One change will always result in other changes, and the META and strategies are constantly shifting. Wasn't too long ago, when Shuricannons were the only viable throwers, offensive paladins underperformed, and every named light/heavy crossbow was a waste of design space. Things will come around.
Especially this large change to DS will definitely change how SSG has to design their stuff. I won't be surprised, if we get another Ratcatcher scenario, where something deemed dead suddenly becomes great because how this change affects the game. Players are just that creative.
I read as much as I could but my eyes started burning and brain started melting.
I don't know maybe I'm being a little pessimistic. There are lots of discussions about [insert nerf here].
I think the bigger question is that SSG is going through all of this and, let's be honest, annoying a large portion of the player base that uses this forum, and then the lag isn't reduced. We still have lag problems after this is instituted. What will SSG do then? I just wonder.....I'm not convinced we're going to see a big difference with lag issues after all this is over.
It also seems that you de-prioritized the Auction House and Bank, because interaction there has become significantly more delayed.
Now, if I had to choose between one or the other, I'd agree that's the way to go - no one ever died from bank lag*. Just sayin'.
(* except a couple really impatient players I've run across - well, from how they act, anyway.)
So you're saying, that the moment you get a line-AoE you stand around, doing nothing to create your own "good opportunities" to build up Archer Focus? When I'm IPSing, I'm in constant movement, making even small steps to find out the borders of the enemy hit boxes to get 3-5 in my Paralyzing Arrows, which results in 240-500% I do more, plus helpless damage against each of them (30-60%).
Also, the AA elemental toggles benefit from spell power, not ranged power.
It's about attitude. You said yourselves, the devs know about the problem, they're trying to fix it, and it won't get any better by actingt like a whine-ball, that blames everyone else, instead of just suck up what's going on, adapt, and get the fun out of it. Yes, it doesn't work as smooth as it should, but when you don't want to improve in a way to work with it as it is now, then be aware, that you made a decision to not improve, to not find ways to work with it, and therefore should act like it.
An attitude that puts blame on everything else is what limits your ability to look at yourself and improve, and I think aiming for lifelong improvement in everything you do is a good goal, no?
I think, this is a big problem. Because each playstyle has its designated range of classes/trees. I mean, wouldn't it be strange, when melees would ask to become ranged nukers, because they don't want to cast spells or hold a ranged weapon? Why should bows get another treatment there?
Oh god, this sounds like hardcore fans, that expect that a franchise they don't own and only pay money to partake in it, listen to their ideas and critizise every single step of its progression, despite neither being holder of the IP nor involved in its progress. I mean, having Lamannia is an absolute luxury, being able to address the devs directly, talking to them, that's more than any of us deserve. Because we're neither sponsors, nor developers, nor even actual test-players. We don't purchase DDO, we pay for some QoL stuff in it and to play more of it.
Of course, it's us that keep the cash flow, but each of us only does a fraction, and acting all mighty and demanding, when it's supposed to be respectful and asking, is just plain wrong. I don't put all of my time into the game, I just play when I have off and while I'm not content with every decision, I'm also understanding, that it's not my game, and I'm only partaking in it.
So I get over it, and do whatever makes fun in this game.![]()
Last edited by Pandjed; 04-20-2021 at 02:37 AM.
Who's providing the helplessness? Para-arrows sure don't.
If someone is giving you helpless damage bonus, then the paralysis effect becomes moot in the first place, and you're no longer moving around since Archer's Focus is easily enabled.
IPS is useful in content you're running past. Making Swiss cheese out of a whole pack of mobs in heroics is fun, and losing 20% of your DPS matters little when the first or second arrow took them out with or without the penalty.
As soon as you hit epics, taking out targets faster is almost always preferable to slightly damaging multiple. The best crowd control effect you can apply is "dead", and it works on everything.
The best damage dealing comes from Deepwood Sniper, because weapon-based damage beats the output of elemental arrows and shoots past it pretty quickly. Which means that Ranged Power, a multiplier to weapon-based damage, becomes that much more precious.
It also means that losing 20% of that weapon damage is that much more impactful.
Elemental Arrows just don't scale well enough past heroics to be worth mentioning.
The damage per hit at level 30 is less than a first level Sorcerer or Druid spell's - that they stopped using 24 levels ago.
Enthusiasm enthusiast enthusiast.
Ah, didn't know, then it comes from my falconeer attacks only, which absolutely cause helplessness without making the enemy actually helpless. Good to know.
DPS is one style, one that is definitely supposed to be prominent for archer characters, but "dead" is no CC in a game-style sense, especially as it's all about having no crowd, instead of controlling it.
Another style, which usually works even faster and smoother is to get some people, use your Para-arrows to lock as many enemies as possible, and let your teammates dismantle them without a worry, while keeping the vengeance reapers and other prominent, but CCable stuff in check.
Only if your only measurement is DPS. Like I said, I do believe it's supposed to be a prominent playstyle in ranged combat, but doesn't make it the only thing you can measure it again. If you decide to focus on DPS and IPS doesn't fulfill its measurement, then don't take the feat. That's the beauty of choices, take something that's better. I know, ranger get it for free, so you can't trade it, but foremost it's a extension of your options, not a restriction.
Also, there is a lot hanging on the DWS-tree itself. I mean, who could imagine, that a tree that interact with Archer's Focus, but not with IPS makes AF as a choice much better.
Work with it, work around it, don't take it, I believe that most people posting here have enough experience by now to do informed decisions, and have that spark of creativity and intelligence to think for themselves and come up with ideas how to improve what they really want to play, in both player's skill and stat-building. ^^
I believe, the elemental arrows are worth mentioning. Definitely not the high-end damage, which they're most likely not even supposed to be (as mentioned by the bow update and how dev's see the role of AA), but while you may or may not choose to take it, ignoring it is like running the game with blinders. May make things simple, but is a limited view on things.
My AA (prior Reincarnation for a last Monkcher run; 18 wiz/2 rog) had ~250-300 extra damage from elemental arrows per shot (EK toggle around 150. Yup, non-critting, several times hindered by elemental resistances, and by no means enough to promote this to a DPS build, but easy enough to use, maintain, and manage in addition to what that build actually did (hitting enemies with ~110 enchantment DC outside reaper as a 2nd lifer, while providing some damage when everything is CCed or immune to CC or insta-kill). Also a build, which I won't use IPS anymore when returning to it, because I tried it, decided that the options I get are not as viable for this build, because of how it plays (though it is rather fun to IPS through a bunch of your mass-holded foes).
For this kind of character, the elemental arrows were really important to do the secondary job and therefore I like to mention them as important. Maybe your builds don't need it, but then please phrase stuff for yourself, not as a "general truth".
There is no "the archer", there is no definite build. Nothing in this game is essential, unless you are a power-gaming & unimaginative lemming who follows everyone else, without having any form of creativity or original thought rolling around your brainpain...
Thank you so much! Good to hear that you don't touch Assassinate. TWF Dagger-Assassin (pure Rogue ofc) is my choice in this game and in Shadow Dancer ED is a pretty survivable solo reaper toon with huge DPS.
I just hope that the changes to Doublestrike on main hand and offhand will be balanced and deliver what you expect in terms of performance. However, I am still sceptical. When I play in even small party today, it gets hard for me to do precise sneak attacks and assassination (on moving battle scene, not on still end boss) as I am always like 0.5-1s behind due to the lag. As I often don't hit due to this lag I wonder where the lag comes from. Can't be my DS procs, as I am not hitting.
Generally, from my game experience I feel it is not reasonable and justified to blame and penalyze the melee doublestrike builds for the lag.