How is it 100% about PVE? Wouldn't this affect PVP as well?
Hi ZOS & everyone else,
As you may or may not be aware, Bow is sort of broken on the PTS currently and has been since 1.6 was released. It deals very low DPS and a lot of people have been saying that weaving Light Attacks with Snipe is broken, it breaks at certain points, gets stuck in the animation at other points.. etc. All this results in very low DPS on the Bow as a whole.
Anyway, this video illustrates a bug that exists if you Light Attack repeatedly with a Bow and then swap to another weapon (2H in ths case) your Light Attacks just fire off like an automatic rifle. It's possible that this is something that contributes to the issue above? Either way, it probably needs to be solved. It's easily reproducable and you can see it in the video below:
https://www.youtube.com/watch?v=z1zXmNFY1DE
So please, look into this bug and also I would suggest to do a check of the Bow abilities as a whole, currently Bow is not a viable weapon to use in endgame at all as it deals like 7,5K DPS (compare to 12K for sorcs etc.). If you want to make Bow more interesting to play at the same time I recommend making the DOTS of Scorched Earth and Acid Spray more interesting, and this would be done by increasing their duration first and foremost. I've tried to make a viable Bow build in any way I can but none of the options available work, the DOTS simply lower your DPS as they have to be recast constantly. Snipe deals OK damage but Light Attacks can't be weaved.
Simply put, Stamina users can not, in any situation, go ranged anymore if 1.6 launches like this.
To clarify this is 100% about endgame PVE.
Thank you!
glitchmaster999 wrote: »Hi ZOS & everyone else,
As you may or may not be aware, Bow is sort of broken on the PTS currently and has been since 1.6 was released. It deals very low DPS and a lot of people have been saying that weaving Light Attacks with Snipe is broken, it breaks at certain points, gets stuck in the animation at other points.. etc. All this results in very low DPS on the Bow as a whole.
Anyway, this video illustrates a bug that exists if you Light Attack repeatedly with a Bow and then swap to another weapon (2H in ths case) your Light Attacks just fire off like an automatic rifle. It's possible that this is something that contributes to the issue above? Either way, it probably needs to be solved. It's easily reproducable and you can see it in the video below:
https://www.youtube.com/watch?v=z1zXmNFY1DE
So please, look into this bug and also I would suggest to do a check of the Bow abilities as a whole, currently Bow is not a viable weapon to use in endgame at all as it deals like 7,5K DPS (compare to 12K for sorcs etc.). If you want to make Bow more interesting to play at the same time I recommend making the DOTS of Scorched Earth and Acid Spray more interesting, and this would be done by increasing their duration first and foremost. I've tried to make a viable Bow build in any way I can but none of the options available work, the DOTS simply lower your DPS as they have to be recast constantly. Snipe deals OK damage but Light Attacks can't be weaved.
Simply put, Stamina users can not, in any situation, go ranged anymore if 1.6 launches like this.
To clarify this is 100% about endgame PVE.
Thank you!
While I agree bows are kind of meh at the moment and agree they need a fix, I think it wouldn't need to be much more than smoothing animations together as a stamina build (with increased survivability) should do the same damage as a magicka build with melee (less safe and can be kited) but trade off that dps for ranged dps. Otherwise if a bow pulls same dps as a destro staff build or a templar or something, then they are both tankier and do the same damage, that is just the definition of imbalance.
glitchmaster999 wrote: »Yeah I would say the lower end of 9K would be fair, with 70 CP my nb pulls about 10-12k with a two hander depending on the fight and bows should be a fair way off of 2hr's in terms of dps. Have to remember that sorc pet dps is possibly the highest single target magicka build (if the stream I watched was correct).
glitchmaster999 wrote: »Yeah I would say the lower end of 9K would be fair, with 70 CP my nb pulls about 10-12k with a two hander depending on the fight and bows should be a fair way off of 2hr's in terms of dps. Have to remember that sorc pet dps is possibly the highest single target magicka build (if the stream I watched was correct).
Alphashado wrote: »glitchmaster999 wrote: »Yeah I would say the lower end of 9K would be fair, with 70 CP my nb pulls about 10-12k with a two hander depending on the fight and bows should be a fair way off of 2hr's in terms of dps. Have to remember that sorc pet dps is possibly the highest single target magicka build (if the stream I watched was correct).
Everyone understands that melee should be able to dish out slightly more DPS due to certain fight mechanics causing melee to dodge or block where ranged doesn't have to. But the idea that melee should significantly higher or as you said "a fair amount" higher is absurd in my opinion. The only time melee has to stop attacking where ranged does not have to stop attacking are small circular AoE attacks. This doesn't happen every boss fight or even on a majority of boss fights.
A good tank will keep the boss faced away from the group and a good DPS knows to stay behind the boss. So the amount of times that a melee DPS should have to stop attacking in order to dodge or block compared to ranged is not nearly significant enough to warrant a 3K difference in DPS.
glitchmaster999 wrote: »Alphashado wrote: »glitchmaster999 wrote: »Yeah I would say the lower end of 9K would be fair, with 70 CP my nb pulls about 10-12k with a two hander depending on the fight and bows should be a fair way off of 2hr's in terms of dps. Have to remember that sorc pet dps is possibly the highest single target magicka build (if the stream I watched was correct).
Everyone understands that melee should be able to dish out slightly more DPS due to certain fight mechanics causing melee to dodge or block where ranged doesn't have to. But the idea that melee should significantly higher or as you said "a fair amount" higher is absurd in my opinion. The only time melee has to stop attacking where ranged does not have to stop attacking are small circular AoE attacks. This doesn't happen every boss fight or even on a majority of boss fights.
A good tank will keep the boss faced away from the group and a good DPS knows to stay behind the boss. So the amount of times that a melee DPS should have to stop attacking in order to dodge or block compared to ranged is not nearly significant enough to warrant a 3K difference in DPS.
-Ash titan - Fire blast have to stop
- Valkyn - fire blast have to stop
- SO - most of it requires ranged or you just die
- Hel Ra - can't dps for whole last stage of first boss due to whirlwind stage, can't stay with warrior as he jumps all over the palce
- Fungal - if you get chained to the tank (which happens a lot) you are both dead so melee isnt really an option, final boss can't dps as melee throughout the whole thing
- Spindle - bloodspawn, without god tier healer can't dps through ground slam stage
- BC - Ryllis jumps around too much, have to cast gap closer which has cast time and reduces dps, cant get orbs very effectivelly
- COH - Final boss is never in one spot, he always teleports away and aoe slams
The list goes on really, doesn't even being to cover PVP, I main a melee NB, I know the problems with being melee. You don't have a bow, you don't go.
Alphashado wrote: »glitchmaster999 wrote: »Alphashado wrote: »glitchmaster999 wrote: »Yeah I would say the lower end of 9K would be fair, with 70 CP my nb pulls about 10-12k with a two hander depending on the fight and bows should be a fair way off of 2hr's in terms of dps. Have to remember that sorc pet dps is possibly the highest single target magicka build (if the stream I watched was correct).
Everyone understands that melee should be able to dish out slightly more DPS due to certain fight mechanics causing melee to dodge or block where ranged doesn't have to. But the idea that melee should significantly higher or as you said "a fair amount" higher is absurd in my opinion. The only time melee has to stop attacking where ranged does not have to stop attacking are small circular AoE attacks. This doesn't happen every boss fight or even on a majority of boss fights.
A good tank will keep the boss faced away from the group and a good DPS knows to stay behind the boss. So the amount of times that a melee DPS should have to stop attacking in order to dodge or block compared to ranged is not nearly significant enough to warrant a 3K difference in DPS.
-Ash titan - Fire blast have to stop
- Valkyn - fire blast have to stop
- SO - most of it requires ranged or you just die
- Hel Ra - can't dps for whole last stage of first boss due to whirlwind stage, can't stay with warrior as he jumps all over the palce
- Fungal - if you get chained to the tank (which happens a lot) you are both dead so melee isnt really an option, final boss can't dps as melee throughout the whole thing
- Spindle - bloodspawn, without god tier healer can't dps through ground slam stage
- BC - Ryllis jumps around too much, have to cast gap closer which has cast time and reduces dps, cant get orbs very effectivelly
- COH - Final boss is never in one spot, he always teleports away and aoe slams
The list goes on really, doesn't even being to cover PVP, I main a melee NB, I know the problems with being melee. You don't have a bow, you don't go.
1/10 total boss fights in the game put melee at a disadvantage over ranged. Even if you take that up to 2/10, it's not enough to warrant such a significant difference.
Boss Slam and Teleport are good examples of how this is blown out of proportion. For one thing, most gap closers cause LARGE amounts of damage or either buff you for the next attack or debuff the target on the next attack, plus ranged DPS have to stop and move just like melee when a boss lands on their lap or casts random AoE splats around the room. In addition, it takes a few moments for ranged to locate the boss and resume DPS. About the same amount of time it takes a melee to locate the boss and use a gap closer. Which as I said, usually adds a buff/debuff.
I agree there are times when melee is at a disadvantage, but not enough to warrant the kind of disparity we are seeing right now.
glitchmaster999 wrote: »Alphashado wrote: »glitchmaster999 wrote: »Alphashado wrote: »glitchmaster999 wrote: »Yeah I would say the lower end of 9K would be fair, with 70 CP my nb pulls about 10-12k with a two hander depending on the fight and bows should be a fair way off of 2hr's in terms of dps. Have to remember that sorc pet dps is possibly the highest single target magicka build (if the stream I watched was correct).
Everyone understands that melee should be able to dish out slightly more DPS due to certain fight mechanics causing melee to dodge or block where ranged doesn't have to. But the idea that melee should significantly higher or as you said "a fair amount" higher is absurd in my opinion. The only time melee has to stop attacking where ranged does not have to stop attacking are small circular AoE attacks. This doesn't happen every boss fight or even on a majority of boss fights.
A good tank will keep the boss faced away from the group and a good DPS knows to stay behind the boss. So the amount of times that a melee DPS should have to stop attacking in order to dodge or block compared to ranged is not nearly significant enough to warrant a 3K difference in DPS.
-Ash titan - Fire blast have to stop
- Valkyn - fire blast have to stop
- SO - most of it requires ranged or you just die
- Hel Ra - can't dps for whole last stage of first boss due to whirlwind stage, can't stay with warrior as he jumps all over the palce
- Fungal - if you get chained to the tank (which happens a lot) you are both dead so melee isnt really an option, final boss can't dps as melee throughout the whole thing
- Spindle - bloodspawn, without god tier healer can't dps through ground slam stage
- BC - Ryllis jumps around too much, have to cast gap closer which has cast time and reduces dps, cant get orbs very effectivelly
- COH - Final boss is never in one spot, he always teleports away and aoe slams
The list goes on really, doesn't even being to cover PVP, I main a melee NB, I know the problems with being melee. You don't have a bow, you don't go.
1/10 total boss fights in the game put melee at a disadvantage over ranged. Even if you take that up to 2/10, it's not enough to warrant such a significant difference.
Boss Slam and Teleport are good examples of how this is blown out of proportion. For one thing, most gap closers cause LARGE amounts of damage or either buff you for the next attack or debuff the target on the next attack, plus ranged DPS have to stop and move just like melee when a boss lands on their lap or casts random AoE splats around the room. In addition, it takes a few moments for ranged to locate the boss and resume DPS. About the same amount of time it takes a melee to locate the boss and use a gap closer. Which as I said, usually adds a buff/debuff.
I agree there are times when melee is at a disadvantage, but not enough to warrant the kind of disparity we are seeing right now.
You need to:
a) read above where I said they should be buffed
b) play a damn melee character
1. Gap closers do not cause an increase in dps... the buff to the next attack is nice but not as much as two light attacks and two ability casts. Also takes up a slot that isn't needed on a ranged bar and I don't know about you, but my nightblade has one slot left after buffs on 1.6 and that is for wrecking blow, can't dps with crit charge.
2. I actually laughed... A LOT when you said it takes a phew moments to relocate the boss and resume dps, unless you are utterly useless, the boss teleporting wont even stop your rotation, if he teleports on you, you roll dodge and resume snipe. If you are melee and he teleports on you, you roll dodge, you resume dps but if he teleports on your healer, you have to get with 15m range (which is less than bow abilities) and use a gap closer.... and you still have to locate him which apparently takes time.
You say there are 1/10 boss fights which is a useless stat even if it is true, out of the 7 vet dungeons, 2 require ranged, 6 heavily favour ranged and only one makes little difference, if the difference was the same as it is now, no one would ever go melee. If you pull 10k with a bow, and 10.5k or even 11k with dual weild on a target that stands still imagine what you will be getting on any boss that is mobile i.e. the majority of bosses. Even the lich fight in the easiest dungeon Wayrest sewers you get destroyed by ice and lich crystals as a melee, ranged get a free pass.
Ranged is always at a significant advantage on melee in end game content and if it gets buffed to 11k or even 10k I will never use dual weild or two hander again and neither would any other min/max pve player.
Hi ZOS & everyone else,
As you may or may not be aware, Bow is sort of broken on the PTS currently and has been since 1.6 was released. It deals very low DPS and a lot of people have been saying that weaving Light Attacks with Snipe is broken, it breaks at certain points, gets stuck in the animation at other points.. etc. All this results in very low DPS on the Bow as a whole.
Anyway, this video illustrates a bug that exists if you Light Attack repeatedly with a Bow and then swap to another weapon (2H in ths case) your Light Attacks just fire off like an automatic rifle. It's possible that this is something that contributes to the issue above? Either way, it probably needs to be solved. It's easily reproducable and you can see it in the video below:
https://www.youtube.com/watch?v=z1zXmNFY1DE
So please, look into this bug and also I would suggest to do a check of the Bow abilities as a whole, currently Bow is not a viable weapon to use in endgame at all as it deals like 7,5K DPS (compare to 12K for sorcs etc.). If you want to make Bow more interesting to play at the same time I recommend making the DOTS of Scorched Earth and Acid Spray more interesting, and this would be done by increasing their duration first and foremost. I've tried to make a viable Bow build in any way I can but none of the options available work, the DOTS simply lower your DPS as they have to be recast constantly. Snipe deals OK damage but Light Attacks can't be weaved.
Simply put, Stamina users can not, in any situation, go ranged anymore if 1.6 launches like this.
To clarify this is 100% about endgame PVE.
Thank you!
Hi ZOS & everyone else,
Simply put, Stamina users can not, in any situation, go ranged anymore if 1.6 launches like this.
To clarify this is 100% about endgame PVE.
Thank you!
bow feels much more balanced in 1.6... snipe should never have been doing more damage than crystal frags or uppercut like it was in 1.5... why worry about bow dps, instead develop the skill to switch smoothly between poison injection and snipe to a gap closer and melee attack weave
the range vs melee balance on 1.6 is far better than anything we've seen up to this point... of course melee has to do more damage, it's much higher risk than sitting back attacking at range, both pvp and pve... when the new update goes live, all the pvp 2H complaints are going to disappear when people realize how difficult it is to melee fight in open world... not gonna be so easy to spam wrecking blow when you're being hit from multiple directions by siege, snipes, radiant destruction, aoe spam, hard cc...
Hi ZOS & everyone else,
Simply put, Stamina users can not, in any situation, go ranged anymore if 1.6 launches like this.
To clarify this is 100% about endgame PVE.
Thank you!
Stamina users are being preferred over light armor, people are ditching the staves for the bow and 2h.
And you shouldn't neglect the PvP community, either.
Hi ZOS & everyone else,
As you may or may not be aware, Bow is sort of broken on the PTS currently and has been since 1.6 was released. It deals very low DPS and a lot of people have been saying that weaving Light Attacks with Snipe is broken, it breaks at certain points, gets stuck in the animation at other points.. etc. All this results in very low DPS on the Bow as a whole.
Anyway, this video illustrates a bug that exists if you Light Attack repeatedly with a Bow and then swap to another weapon (2H in ths case) your Light Attacks just fire off like an automatic rifle. It's possible that this is something that contributes to the issue above? Either way, it probably needs to be solved. It's easily reproducable and you can see it in the video below:
https://www.youtube.com/watch?v=z1zXmNFY1DE
So please, look into this bug and also I would suggest to do a check of the Bow abilities as a whole, currently Bow is not a viable weapon to use in endgame at all as it deals like 7,5K DPS (compare to 12K for sorcs etc.). If you want to make Bow more interesting to play at the same time I recommend making the DOTS of Scorched Earth and Acid Spray more interesting, and this would be done by increasing their duration first and foremost. I've tried to make a viable Bow build in any way I can but none of the options available work, the DOTS simply lower your DPS as they have to be recast constantly. Snipe deals OK damage but Light Attacks can't be weaved.
Simply put, Stamina users can not, in any situation, go ranged anymore if 1.6 launches like this.
To clarify this is 100% about endgame PVE.
Thank you!
Did you just try to compare bow DPS to your 30 second sorc fight where you parsed 11.3k (not 12k) and had an ultimate up the whole time? Does your bow parse include an ultimate over a 30 second fight?
Deathztalker wrote: »I just tested the bow/2h bug on the PTS and I can confirm it does not work in PVP and it does not work when you're fighting things. The bug only seems to work when you are not attacking anything? Yes the bug does exist but it don't seem game breaking.
Feel free to provide a video showing how you can use this bug to kill something where we can see numbers.