Much of the problems with bow are detailed in explanations in bold below. I want the communities thoughts on the points I am raising that pushed me to offer alternatives.
Ultimate: No Changes
* No changes here to either morph although arguably I feel Ballista is somewhat out of place. Don’t get me wrong it’s a great morph, just not sure an archer would be running around with what is essentially siege equipment.
Snipe: Removed and Replaced
Quick Nock (New Skill): Quickly loose 4 arrows into your target over 0.8 seconds. Each arrow deals 185 Physical Damage. You can move at full speed while channeling.
Focused Aim: Increases the range and reduces the cost. Enemies are afflicted with Minor Breach.
Lethal Arrows: Deals Poison Damage and applies the Poisoned status effect. Enemies are afflicted with Minor Defile.
*I think it’s high time we bury the hatchet on Snipe and all admit that it is a buggy ability even after the attempts to fix it. My proposed change actually brings it more in line with standard DPS spammables. Even though my change is a channel, it only lasts slightly less than a single second which means that you can still Light Attack weave the same due to it matching the universal cooldown. I also feel that the animation should have the bow be flipped horizontally as it looks cool. The morphs are basically identical upgrades to their old Snipe counterparts.
Volley and Morphs: 12% buff to damage.
* Explained below in passives.
Scatter Shot: No Changes
Arrow Spray and Morphs: No Changes
Poison Arrow and Poison Injection: No Changes
Venom Arrow: No longer interrupts. Instead the damage over time deals 1% more damage for every 2% current health the target has and its duration is increased by 5 seconds.
* Venom Arrow is a very underused morph since the range on Scatter Shot got buffed. This essentially made the morph redundant outside of Off Balance which is not really enough to compete with Poison Injection in both PVE and PVP. My proposal is to actually make it a ‘reverse’ Poison Injection, dealing more damage to targets with higher health while the damage would slowly weaken as the target’s health got lower. Acting in a similar way to Sorcerer’s Amplitude Passive. This would help it compete with Poison Injection and make it more appealing. You could even keep the Off Balance if the change alone isn’t enough.
Passives:
Long Shots: Removed and Replaced.
Close Range (New Passive): Gives you a damage bonus of up to 12% against enemies at closer ranges. This does not affect damage over time effects.
* I thought hard on whether to go forward with suggesting this change, but remaining silent does not get feedback so here it is. In a nutshell it is simple physics… arrows would deal more damage at closer ranges as you would be getting full impact of the draw weight and arrow weight before factors such as gravity and wind resistance kicked in. I removed it affecting damage over time effects for the same reason. Volleys and Poison effects aren’t going to magically do more damage depending on your distance to a target. Hence why Volley was buffed to offset the loss.
Accuracy: Removed and Replaced.
Sniper (New Passive): Increases your Critical Chance rating by 1314. Your fully charged Heavy Attacks deal 20% more damage.
* Basically although Snipe as a skill has been bugged forever, I felt that losing the ability to do slow full draw and high damage attacks completely would be a shame. As such, I brought a little more bang to Heavy Attacks meaning players could still essentially ‘Snipe’, yet it would not be abusing a buggy skill. Yes I know it would be scary on a DK running Molten Armaments, but Heavy Attack builds have always been a thing. Also, due to Long Shots being removed, this would take some power out of long range ganks.
Ranger: No longer reduces Bow Skill costs. Increases your Stamina Recovery by 15%. Also reduces the cost of roll dodge by 20% and increases its range by 2 meters.
* Given that the whole bow play style is about movement and evasion it made sense to give a little reduction to dodge roll cost. With the dodge roll debuff, it equates to about one extra dodge roll. The range thing was me doubling down on the evasive style and more of an afterthought. The Stamina Recovery change was so it could actually provide a more general benefit to your character rather than specific to Bow skills, encouraging rapid movement and a high octane style of play. However, I put this suggestion in bold and italics as I am not 100% certain about it.
Hawk Eye: No Changes
Hasty Retreat: No Changes
So there it is. There hasn't been a real Bow Skill Line discussion for some time outside of the occasional whine about Snipe exclusively. So I spent a lot of time thinking about the skill line in general and came up with an alternative to Snipe that both feels unique and captures the flavor of an expert archer.
Edited by MindOfTheSwarm on May 7, 2021 6:17PM