On point 2: your logic that bows only use one hand because the other is holding arrows is pretty funny. Staves literally only use one ha d and they don't count for two set items either.
AcadianPaladin wrote: »Bow/bow builds also need some help in a couple other areas, both driven by the fact that, to an archer, speed is life.
1. Snipe. Reduce the cast time or allow the skill to be fired while moving at full speed.
2. Sustain. Reduce the time it takes to charge a heavy attack and/or allow the heavy attack to be charged while moving at full speed. Currently, heavy bow attacks are pretty worthless to help sustain - they are slow and can be suicidal.
1. they are doing this next patch, from 50% to 25%
did i miss something?
Lightspeedflashb14_ESO wrote: »1. they are doing this next patch, from 50% to 25%
did i miss something?
I am quoting @SodanTok in this post, https://forums.elderscrollsonline.com/en/discussion/comment/4835893/#Comment_4835893
Have any of you read that thread? It is literally perfect, explains what bows need and why they are not used in end game content as a front bar weapon.
GrumpyDuckling wrote: »Drawback #1 - Iffy Access to Major Brutality.
The bow is the only weapon in the game (except the defensive-focused one hand and shield) that has to rely on either another weapon or a class-based skill to acquire a key offensive buff (major brutality). All weapons and builds have easy access to major sorcery through the Mage's guild skill Entropy. Depending on the bow user's class, both access to and efficiency in acquiring major brutality can get iffy or not even exist at all.
Dragonknight - Easy/Efficient access through Igneous Weapons
Nightblade - Tricky/Inefficient access (Power Extraction requires an enemy and has an 8 meter range)
Sorcerer - Easy/Efficient access through Critical Surge
Templar - No access
Warden - Easy/Efficient access through Bull Netch
Improvement Suggestion - Introduce a monster helm that gives Major Brutality and Major Sorcery (think opposite effect of Mighty Chudan) which would potentially allow all players (and players with bow-only builds) access to the buff without occupying a valuable 5 piece bonus (Dreugh King Slayer).(1 items) Adds 129 Weapon and Spell Damage
(2 items) Gain Major Brutality and Major Sorcery at all times, increasing your Weapon and Spell Damage by 20%.
(2 items) Adds 833 Weapon and Spell Critical
Drawback #2 - Bow Occupies Both Weapon Slots
Despite characters holding the bow in one hand and firing arrows with another, the bow still counts as a two-handed weapon. Archer builds cannot independently run the valuable 5-5-2 armor set up due to lack of an armor/weapon slot. Changing the bow to count as 2 weapons might be enough to make independent bow-only builds more viable.
Improvement Suggestion - Allow the bow to count as 2 weapons instead of occupying both slots as 1 item. Bow + Arrows/Quiver
Drawback #3 - Inconsistent Heal
The skill Draining Shot is a bow skill that offers the user a heal. The problem is that the heal only works if the enemy is not immune to crowd control. The skill can be quite useless against enemies who cannot be CC'd, and/or chaotic PVP situations where CC control over the opponent may be difficult to achieve.
Improvement Suggestion - Allow the skill to always heal, but cut the heal in half if the target is CC immune.
Drawback #4 - The Too Expensive Single-Target Ultimate
With the exception of Ballista (which allows the user to continue using other attacks and stack them while the ultimate fires at the enemy) the Rapid Fire and Toxic Barrage morphs appear to be far too expensive compared to the other most comparable single-target ultimate in the game, Soul Strike. Unlike Soul Strike, Rapid Fire and Toxic Barrage have to deal with a frequently used, additional counter in that they can be dodged by the enemy. Soul Strike is also available with every weapon and every build, while Rapid Fire and Toxic Barrage both require the bow to be equipped.
Improvement Suggestion - Reduce the costs of Rapid Fire to 100, and Toxic Barrage to 125.
@ZOS_Holden I see you collecting feedback and inspiring the community. This post is for you, buddy!
The blade cloak effect needs to be moved under medium armor passives
I 100% agree with points 1-3 & I'd like to add a couple more (PvP specific):
- Lack of a viable ranged CC. The only class with access to a decent stamina ranged CC is Templar (Binding Javelin), rest of the classes don't have good options. Solution: Scatter Shot range needs to be increased significantly from the current 10m, you can't expect bow builds to run up to targets' melee range in order to CC them - that's ridiculous.
- Passives that discourage you from slotting class skills. There's no reason why Long Shots for instance shouldn't apply to ranged stamina class skills (Relentless Focus, Cutting Dive, Binding Javelin).
- On PTS, Acid Spray/Bombard are still dodgeable, contrary to most other AoE abilities - changing them to undodgeable would help bow immensely vs dodge rollers (against whom bow suffers outside gank scenarios).
Regarding your point 4 though - Ballista is an extremely powerful ultimate when used properly, I'm a bit scared of what'd happen if it became cheaper.
What they could do is make the other channeled morph cheaper though (and undodgeable) to bring it in line with Soul Assault.
I don't think the monster set option would be viable for a bow/bow build anyways. I have found them to be most effective when having 2 sets active at a time and running single set bows like asylum and masters. You cannot fit a monster set in there and not lose a 5 piece set.
I think the biggest issue with bow/bow viability (in PVP) is that every single target ability is dodgeable. At least running a warden bow/bow you could use the birds as a last resort. With that being made dodgeable, it will become extremely difficult to do any damage to certain classes on a bow/bow build.
It's not like (Nightblade) DW users use Hidden Blade anyway...The bow is the only weapon in the game (except the defensive-focused one hand and shield) that has to rely on either another weapon or a class-based skill to acquire a key offensive buff (major brutality).
GrumpyDuckling wrote: »I 100% agree with points 1-3 & I'd like to add a couple more (PvP specific):
- Lack of a viable ranged CC. The only class with access to a decent stamina ranged CC is Templar (Binding Javelin), rest of the classes don't have good options. Solution: Scatter Shot range needs to be increased significantly from the current 10m, you can't expect bow builds to run up to targets' melee range in order to CC them - that's ridiculous.
- Passives that discourage you from slotting class skills. There's no reason why Long Shots for instance shouldn't apply to ranged stamina class skills (Relentless Focus, Cutting Dive, Binding Javelin).
- On PTS, Acid Spray/Bombard are still dodgeable, contrary to most other AoE abilities - changing them to undodgeable would help bow immensely vs dodge rollers (against whom bow suffers outside gank scenarios).
Regarding your point 4 though - Ballista is an extremely powerful ultimate when used properly, I'm a bit scared of what'd happen if it became cheaper.
What they could do is make the other channeled morph cheaper though (and undodgeable) to bring it in line with Soul Assault.
Ballista still stays the same (175 cost). Only Rapid Fire (unmorphed version for 100) and Toxic Barrage (125) would be cheaper. Maybe you just misread that part.
I don't think the monster set option would be viable for a bow/bow build anyways. I have found them to be most effective when having 2 sets active at a time and running single set bows like asylum and masters. You cannot fit a monster set in there and not lose a 5 piece set.
I think the biggest issue with bow/bow viability (in PVP) is that every single target ability is dodgeable. At least running a warden bow/bow you could use the birds as a last resort. With that being made dodgeable, it will become extremely difficult to do any damage to certain classes on a bow/bow build.
Drawback #2 - Bow Occupies Both Weapon Slots
...
Improvement Suggestion - Allow the bow to count as 2 weapons instead of occupying both slots as 1 item. Bow + Arrows/Quiver
This is very good improvement.Bow
Rapid Fire: This ability and the Toxic Barrage morph now grant you crowd control immunity while you are channeling them.
Developer Comments:
This puts these abilities more in line with the Soul Strike ability, which provides similar protections. We don’t want players to activate an Ultimate and have it easily and immediately negated.