Turtle_Bot wrote: »It seems to be range abilities in general, they got nerfed by 10% a few patches ago compared to melee options, but this was compounded with the nerf to ranged weapons in this game, which are so far behind the melee options and the fact that many of the range abilities have very long travel times and large dodge windows which makes them very unreliable. The fact that these additional factors never got compensated for when they reduced the base damage of ranged attacks, it resulted in ranged abilities basically getting triple nerfed when you try to run them as intended with ranged weapons.
tbh the skills value isn't as bad as it seems on paper, just from quickly looking at the base tooltip for the skill, it does about 13-15% less base damage (at 2160 base damage for both morphs) than snipe (2404 focussed aim, 2483 lethal arrow), with the tradeoff for this lower damage being that skull is an instant cast skill with a +20% increase in damage every 3rd cast leaving it overall about 9% less damage than snipe.
The main issue with skulls (and the same for majority of spammable range skills in the game, like frags/overload/dark flare/destructive reach/spec bow/warden bird/snipe) is the long travel time that gives those skills a very large dodge window and makes them very unreliable and clunky to use in combat, especially in lag.
A simple fix for a lot of the issues for range builds in general would be to heavily reduce the travel times of range skills as well as reduce the dodge window of those skills. Making range damage a lot more reliable by for example giving all the range skills the same travel time as silver shards would go a long way to make up for the fact that range skills have a 10% or more nerf to their base tooltips over similar melee skill options.
The other issue that ranged builds face (which is another topic entirely) is the fact that staves are hugely underpowered as a front bar option (particularly for pvp and lately in pve as well) meaning that to build for range you either go with melee weapons and lose the LA weave damage and resource restore or go with staves/bow and lose raw base damage on your abilities (including heals).
CameraBeardThePirate wrote: »Turtle_Bot wrote: »It seems to be range abilities in general, they got nerfed by 10% a few patches ago compared to melee options, but this was compounded with the nerf to ranged weapons in this game, which are so far behind the melee options and the fact that many of the range abilities have very long travel times and large dodge windows which makes them very unreliable. The fact that these additional factors never got compensated for when they reduced the base damage of ranged attacks, it resulted in ranged abilities basically getting triple nerfed when you try to run them as intended with ranged weapons.
tbh the skills value isn't as bad as it seems on paper, just from quickly looking at the base tooltip for the skill, it does about 13-15% less base damage (at 2160 base damage for both morphs) than snipe (2404 focussed aim, 2483 lethal arrow), with the tradeoff for this lower damage being that skull is an instant cast skill with a +20% increase in damage every 3rd cast leaving it overall about 9% less damage than snipe.
The main issue with skulls (and the same for majority of spammable range skills in the game, like frags/overload/dark flare/destructive reach/spec bow/warden bird/snipe) is the long travel time that gives those skills a very large dodge window and makes them very unreliable and clunky to use in combat, especially in lag.
A simple fix for a lot of the issues for range builds in general would be to heavily reduce the travel times of range skills as well as reduce the dodge window of those skills. Making range damage a lot more reliable by for example giving all the range skills the same travel time as silver shards would go a long way to make up for the fact that range skills have a 10% or more nerf to their base tooltips over similar melee skill options.
The other issue that ranged builds face (which is another topic entirely) is the fact that staves are hugely underpowered as a front bar option (particularly for pvp and lately in pve as well) meaning that to build for range you either go with melee weapons and lose the LA weave damage and resource restore or go with staves/bow and lose raw base damage on your abilities (including heals).
Something to keep in mind about snipe (and bow abilities in general) is that if you are light attack weaving, all bow abilities will be 25% stronger than the listed tooltip thanks to the bow passives. Then on top of this, they get an extra damage boost from being at range (up to 12%).
So snipe is actually quite a bit stronger, once ramped up, than skulls' strongest hit.