Not a bad list of suggested changes. however, I feel that your proposed change to venom arrow to make it a spammable ability is actually going to allow 'snipers' to do more burst damage, with it being an instant. You may not be able to stack 3 snipes in a row anymore due to delay, but a snipe -> venom arrow would still put out nasty burst, not that that's entirely a bad thing.
Personally, I'd like to see the changes to the skill line go much further than what you've listed here, I'll throw a few ideas out:
-Rename it to the marksman or archery tree
-Add proper crossbows to the game
-Modify each ability in the archery/marksman skill line based on the type of weapon being used.
That last bit is somewhat similar to how many destruction staff abilities have varying effects based on the type of staff. In this context, a bow is a precise, fast-firing weapon, while the crossbow is a slow brute force weapon. The differences in abilities should reflect this.
If possible, I'd say that the ranges of the two should be entirely different. Keep the 28-35 meter range for bow attacks, but limit crossbows to 20 meter range while giving them significantly more punch. The accuracy passive should continue to give critical chance for bows, but be altered to give critical damage increases to crossbows, in the same light that different types of one or two handed weapons give bonuses through their own passives.
ShadowStarKing wrote: »My thoughts:
Snipe: increase velocity, reduced cast time to .7 secs, remove the 'snare' effect when casting snipe
Draining Shot(Scatter shot morph): increase range from 10m to 20m( all morphs grant Major brutality on hit for 20 secs)
Scorched Earth(Volley morph): Now deals disease dmg (name changed to 'defiled earth') and causes minor defile reducing targetso healing by 15% for 12 sec.
Venom Arrow(Poison Arrow morph): in addition to interrupt, grants empower to the next attack for 3 secs.
Ultimate: Taking Aim, Charge a deadly arrow for 1.9 secs then fire an explosive arrow dealing X physical dmg and knocking the target back.
Morph 1: Archers Boon: New effect while slotted gain minor expedition, and minor force.
Morph 2: Vicious Arrow: New effect while slotted increase weapon dmg by 5%, nearby enemies are set off balance for 2 secs
GreenSoup2HoT wrote: »Your changes in my opinion would not help the viability of "skirmisher archers" in melee combat because we have mechanics holding the play-style down. Instant cast dps i don't think is necessarily going to change anything, even though most of the suggestions you made are a step in the right direction.
Gap Closer Maximum Range:I think this is one of the core problems why Archers/Ranged Casters may have trouble against melee builds.
This problem occurs when you want to break distance against a melee build. If you use the ability Magnum Shot for example, as soon as you create that 12 meter distance it is closed 2 seconds later. This is why the Maximum range for gap closers needs to be adjusted. Make melee users have to work for their advantage (being in melee range) while archer builds fight to maintain distance and apply pressure (outside of gap closer range).
This would create that back and forth gameplay between melee and ranged builds for advantages. A ranged build who is very good at staying 12 meters away from a melee opponent with effective snares and kiting could deal a lot of damage. A melee build would now need to use LoS and start play against a ranged enemy to get back into gap closer range after disengage from a ranged player.
I also believe this issue would help Sorceror's with gap closer spam and the nerf to bolt escape. You will now be able to use bolt escape a couple times and possibly get away from a bad fight easier with this reduced gap range. People can still chase you down but in my opinion that's fine. A Sorceror should always be a menace like this. Pulling people away from groups and holding their ground. Always in the distance jumping around drawing attention.
Ranged Archers can also now use hasty retreat and scattershot as a means to get out of range and re-position just like a Sorcerer could with Bolt Escape.
Overall this would make it a lot less punishing to go Zerg Surfing (Pull people off of big groups) since you cannot be gap closed and locked down from so far away.
DeanTheCat wrote: »ShadowStarKing wrote: »My thoughts:
Snipe: increase velocity, reduced cast time to .7 secs, remove the 'snare' effect when casting snipe
Draining Shot(Scatter shot morph): increase range from 10m to 20m( all morphs grant Major brutality on hit for 20 secs)
Scorched Earth(Volley morph): Now deals disease dmg (name changed to 'defiled earth') and causes minor defile reducing targetso healing by 15% for 12 sec.
Venom Arrow(Poison Arrow morph): in addition to interrupt, grants empower to the next attack for 3 secs.
Ultimate: Taking Aim, Charge a deadly arrow for 1.9 secs then fire an explosive arrow dealing X physical dmg and knocking the target back.
Morph 1: Archers Boon: New effect while slotted gain minor expedition, and minor force.
Morph 2: Vicious Arrow: New effect while slotted increase weapon dmg by 5%, nearby enemies are set off balance for 2 secs
There is a difference between making minor changes with a scalpel and making the same changes with a charge of C4. That will push the bow to "OP" territory and it will most likely get nerfed if those changes go though.
Emma_Eunjung wrote: »There are some good ideas here, but the real problems that cause archers to feel weak are not going to solved by tinkering with the Bow line. What is the real problem? THIS:
There is no such thing as "ranged" combat in PvP.
All combat in ESO PvP quickly becomes melee combat because gap closers are too damn strong. I can't tell you how many times I've blown through 40K magicka while trying to Bolt Escape a ganker... and then got gap-closed and wrecked right in front of the base camp sewer door. Gap closers can be spammed over and over, and there isn't really any counter for them.
ZOS needs to re-balance ranged vs. melee combat. When that happens, Bows will feel a lot more effective.
Emma_Eunjung wrote: »There are some good ideas here, but the real problems that cause archers to feel weak are not going to solved by tinkering with the Bow line. What is the real problem? THIS:
There is no such thing as "ranged" combat in PvP.
All combat in ESO PvP quickly becomes melee combat because gap closers are too damn strong. I can't tell you how many times I've blown through 40K magicka while trying to Bolt Escape a ganker... and then got gap-closed and wrecked right in front of the base camp sewer door. Gap closers can be spammed over and over, and there isn't really any counter for them.
ZOS needs to re-balance ranged vs. melee combat. When that happens, Bows will feel a lot more effective.
I didn't think too much about how to make what you call "Skermisher" more viable, since I'm not exactly interested in the playstyle. However from my perspective on the recieving end, I really don't want a reduction in projectile travel time when it comes to Snipe. I'd much rather see it's casttime increased again and some other helpful skills for bow dps in PvE. That would both make bow more interesting (and hopefully viable) to use in PvE, while also working against the stacking of projectiles you described.
If the projectile speed was to be increased, it would be a lot harder for me to dodge ganking attempts, as well as letting me dodge fewer projectiles at once when targeted by several of archers. I almost never get ganked successfully with Snipe, and when it happens there are usually sound problems... heavy attacks are much worse (as I'm sure you're fully aware of).
RoamingRiverElk wrote: »I think that the travel time of snipe is just fine right now - make it shorter and there's no time to react, make it longer and it would just be easier to make more attacks land at the same time, which wouldn't be good.
DeanTheCat wrote: »RoamingRiverElk wrote: »I think that the travel time of snipe is just fine right now - make it shorter and there's no time to react, make it longer and it would just be easier to make more attacks land at the same time, which wouldn't be good.
@RoamingRiverElk
Snipe's projectile is notably slower then it's magical counterparts of Crystal Shard or Dark Flare. Yet there isn't anyone complaining that they have no time to react to either Crystal Shard or Dark Flare. Normalising the projectile speed would prevent the stacking of damage to land at once (Which is the main complaint with Snipers), and increase the usability of the ability in direct combat.
This is why I think a projectile velocity increase for Snipe would be needed as it kills 2(3 if you count PvE boss fights) birds in one stone.
RoamingRiverElk wrote: »DeanTheCat wrote: »RoamingRiverElk wrote: »I think that the travel time of snipe is just fine right now - make it shorter and there's no time to react, make it longer and it would just be easier to make more attacks land at the same time, which wouldn't be good.
@RoamingRiverElk
Snipe's projectile is notably slower then it's magical counterparts of Crystal Shard or Dark Flare. Yet there isn't anyone complaining that they have no time to react to either Crystal Shard or Dark Flare. Normalising the projectile speed would prevent the stacking of damage to land at once (Which is the main complaint with Snipers), and increase the usability of the ability in direct combat.
This is why I think a projectile velocity increase for Snipe would be needed as it kills 2(3 if you count PvE boss fights) birds in one stone.
Perhaps, but magicka sorcerers don't really try to gank people from stealth.
Considering bow is already renowned for having the best mobility from Hasty Retreat relative to every other weapon line, I don't think this considers how unfair it would be to have 100% uptime on Expedition with no cost. Also, is there even a such thing as Minor Expedition? I can certainly respect the idea of getting a little extra mobility for kiting, but as it stands all we have to do is roll.DeanTheCat wrote: »3) Scattershot: Increase the basic range of this ability to 15m. Grants Minor Expedition when slotted.
The current range on this ability is too short, and granting Minor Expedition when slotted offers archers a means of kiting enemies when paired with Major Expedition.