I'd like to see both 1) & 2).
Bow needs a lot of work to be competitive with DW & 2H (both their weapon damage and their damage increasing passives like Twin Blade & Blunt, Follow Up etc).
As for the bow skills, after extensive testing I still feel like Snipe & morphs need a massive buff (instant cast or "crystal frag" type proc could work) to be even remotely worth slotting. It's just way too easy to avoid currently and barely tickles unless you have 5x Hawk Eye stacks & are far enough for Long Shots +12% damage, which is just not practical in any way shape or form.
I feel Scatter Shot & morphs could also use a significant range increase for them be viable for a bow focused build (not just backbar CC for a melee build).
Acid Spray needs to be buffed as well, the damage is laughable.
I'd like to see both 1) & 2).
Bow needs a lot of work to be competitive with DW & 2H (both their weapon damage and their damage increasing passives like Twin Blade & Blunt, Follow Up etc).
As for the bow skills, after extensive testing I still feel like Snipe & morphs need a massive buff (instant cast or "crystal frag" type proc could work) to be even remotely worth slotting. It's just way too easy to avoid currently and barely tickles unless you have 5x Hawk Eye stacks & are far enough for Long Shots +12% damage, which is just not practical in any way shape or form.
I feel Scatter Shot & morphs could also use a significant range increase for them be viable for a bow focused build (not just backbar CC for a melee build).
Acid Spray needs to be buffed as well, the damage is laughable.
Insightful comment @DDuke but IMO Snipe damage would be fine with the change to Long Shots. What really kills snipe is the long cast time and how easy it is to interrupt.
What if each Hawk Eye stack also reduced the cast time of Snipe by .1s? This would buff bow without buffing it as a back bar weapon.
Ya, thing is with ranged, it shouldn't do what melee does. It doesn't have the risk of close combat. If it did, (any ranged for that matter) there would be no call to close gap.
Longest range in game, applies posion status effect, (try some synergies here) a 50% dot based execute component, and of course your glyph and set procs, should you run them.
I pull 7-8 k off LA/PI +procs in pvp, and I can do that pretty quickly weaving LA/PI. And ive seen higher on players i assume built more specifically for snipe or whatev.
But ya, I'm all for a buff. Just makes my guy kill better.
I support this idea! (I posted my extensive feedback in proper PTS thread and that exhausted me on bow issues till next patch again)
I'd like to see both 1) & 2).
Bow needs a lot of work to be competitive with DW & 2H (both their weapon damage and their damage increasing passives like Twin Blade & Blunt, Follow Up etc).
As for the bow skills, after extensive testing I still feel like Snipe & morphs need a massive buff (instant cast or "crystal frag" type proc could work) to be even remotely worth slotting. It's just way too easy to avoid currently and barely tickles unless you have 5x Hawk Eye stacks & are far enough for Long Shots +12% damage, which is just not practical in any way shape or form.
I feel Scatter Shot & morphs could also use a significant range increase for them be viable for a bow focused build (not just backbar CC for a melee build).
Acid Spray needs to be buffed as well, the damage is laughable.
I'd like to see both 1) & 2).
Bow needs a lot of work to be competitive with DW & 2H (both their weapon damage and their damage increasing passives like Twin Blade & Blunt, Follow Up etc).
As for the bow skills, after extensive testing I still feel like Snipe & morphs need a massive buff (instant cast or "crystal frag" type proc could work) to be even remotely worth slotting. It's just way too easy to avoid currently and barely tickles unless you have 5x Hawk Eye stacks & are far enough for Long Shots +12% damage, which is just not practical in any way shape or form.
I feel Scatter Shot & morphs could also use a significant range increase for them be viable for a bow focused build (not just backbar CC for a melee build).
Acid Spray needs to be buffed as well, the damage is laughable.
No, bow does NOT need to be competitive with melee ranged skills. Why should you do just as much damage standing 20 meters away as someone who risks being in cleave/AoE range? In the real world, the further away you are from a target, the less energy you hit that target with. Shooting an arrow from close range is MORE effective in the real world...not less(at least from the point the projectile reaches maximum velocity). The drag from the air, gravity etc all reduce the kinetic energy of an object moving through the air, this is physics, which seems to apply to non-magical things in the Elder Scrolls universe otherwise. I believe the same should be true for the magical attacks as well, there should be a damage boost for being CLOSER, not further away.
I get 60% of my kills from bow skills in pvp, but hell ya lets make it even better!
The primary reason bow is sub-par versus it's 2h/dw counterparts is that all non-bow skills/damage are significantly weaker when slotted with a bow equipped. This is not balance. The way I see it, there are two easy and appropriate ways to balance bow. You could...
1) Equalize the base weapon damage with that of 2h and reduce the tooltip damage of bow skills to compensate. This allows players to use class and guild skills without suffering unnecessary handicap.
And/or
2) Change the Long Shots passive to grant +10% bonus damage to all abilities that have a range of more than 15 meters. This would eliminate the requirement that bow users be near max range to be remotely competitive while also building player damage back up to compensate for the handicap in base weapon damage. This keeps the damage handicap on melee skills while removing the handicap for ranged skills.
I'll admit my bias for suggestion # 1 because I want my Burning Light damage to be normalized (there is no good reason why this effect should be weaker when holding a bow!) I'm counting on you @Wrobel and friends. Please don't let me down.
Edit: Bonus suggestion:
Snipe suffers as a spammable due to its long cast time and ease of interruption. Please consider adding an additional effect to the Hawk Eye passive to reduce the cast time of Snipe by 100 milliseconds for each stack.
The primary reason bow is sub-par versus it's 2h/dw counterparts is that all non-bow skills/damage are significantly weaker when slotted with a bow equipped. This is not balance. The way I see it, there are two easy and appropriate ways to balance bow. You could...
1) Equalize the base weapon damage with that of 2h and reduce the tooltip damage of bow skills to compensate. This allows players to use class and guild skills without suffering unnecessary handicap.
And/or
2) Change the Long Shots passive to grant +10% bonus damage to all abilities that have a range of more than 15 meters. This would eliminate the requirement that bow users be near max range to be remotely competitive while also building player damage back up to compensate for the handicap in base weapon damage. This keeps the damage handicap on melee skills while removing the handicap for ranged skills.
I'll admit my bias for suggestion # 1 because I want my Burning Light damage to be normalized (there is no good reason why this effect should be weaker when holding a bow!) I'm counting on you @Wrobel and friends. Please don't let me down.
Edit: Bonus suggestion:
Snipe suffers as a spammable due to its long cast time and ease of interruption. Please consider adding an additional effect to the Hawk Eye passive to reduce the cast time of Snipe by 100 milliseconds for each stack.
IMo with bow being a staple part of Dw/bow and 2h/bow builds we do not also need bow buffed up to be on its own "on-par" with these other builds. being the primary support for both pvp and pve gives bow a solid place and if it were on par dps-wise with dw/bow and 2h/bow why in the world would anyone run those other builds for DPS when they could get to be "on par" with one weapon and the advantage of range with a stamina build?
On the other hand, i feel it is appropriate to DIVORCE the "wpndamd" variable and the "base weapons damage" for everything except weapon skills.
So, for example, uppercut and bloodthirst and poisoninjection would scale their damage partly off the individual weapons' damage as they do now, but their stamsorc hurricane or warden dive would not and would have their damages scale off a factor based on class level or skill line level. (Each tootip then including resource pool and other factors as they do now.)
there would need to be some adjustments made of course as right now the impact of weapon choice on non-weapon skills is already baked into the balances.
The primary reason bow is sub-par versus it's 2h/dw counterparts is that all non-bow skills/damage are significantly weaker when slotted with a bow equipped. This is not balance. The way I see it, there are two easy and appropriate ways to balance bow. You could...
1) Equalize the base weapon damage with that of 2h and reduce the tooltip damage of bow skills to compensate. This allows players to use class and guild skills without suffering unnecessary handicap.
And/or
2) Change the Long Shots passive to grant +10% bonus damage to all abilities that have a range of more than 15 meters. This would eliminate the requirement that bow users be near max range to be remotely competitive while also building player damage back up to compensate for the handicap in base weapon damage. This keeps the damage handicap on melee skills while removing the handicap for ranged skills.
I'll admit my bias for suggestion # 1 because I want my Burning Light damage to be normalized (there is no good reason why this effect should be weaker when holding a bow!) I'm counting on you @Wrobel and friends. Please don't let me down.
Edit: Bonus suggestion:
Snipe suffers as a spammable due to its long cast time and ease of interruption. Please consider adding an additional effect to the Hawk Eye passive to reduce the cast time of Snipe by 100 milliseconds for each stack.
IMo with bow being a staple part of Dw/bow and 2h/bow builds we do not also need bow buffed up to be on its own "on-par" with these other builds. being the primary support for both pvp and pve gives bow a solid place and if it were on par dps-wise with dw/bow and 2h/bow why in the world would anyone run those other builds for DPS when they could get to be "on par" with one weapon and the advantage of range with a stamina build?
On the other hand, i feel it is appropriate to DIVORCE the "wpndamd" variable and the "base weapons damage" for everything except weapon skills.
So, for example, uppercut and bloodthirst and poisoninjection would scale their damage partly off the individual weapons' damage as they do now, but their stamsorc hurricane or warden dive would not and would have their damages scale off a factor based on class level or skill line level. (Each tootip then including resource pool and other factors as they do now.)
there would need to be some adjustments made of course as right now the impact of weapon choice on non-weapon skills is already baked into the balances.
@STEVIL that seems like beating around the bush. IMO base bow weapon damage needs to be equalized with bow and there is no way around it. If I have a max-level, max-quality bow and an analogous 2-handed axe, my class skill tooltips should be EXACTLY the same between the two barring boons from respective passives. Weapon skill base damage and passives can be balanced entirely independently and most people are generally on board with melee weapon skills having higher damage output commensurate with risk.
Why should bows be on par with 2H and dw? They have the distinct advantage of aoe dots and being ranged.
Why should bows be on par with 2H and dw? They have the distinct advantage of aoe dots and being ranged.