Maintenance for the week of December 2:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – December 2, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – December 4, 6:00AM EST (11:00 UTC) - 12:00PM EST (17:00 UTC)
praise for the bow change...
I think the bow change they made is a great idea because.
realistically bows do more damage the closer you are
and
being farther away gives you space to plan more accurate shots
id like to see it be implemented into the SNIPE skill as well.. like if it does less base damage but ramps up as enemies get closer to you.. i think this would make it a good defensive option for bow dps as they could fend off attackers easier..
now. onto the other changes.
flame staff just got trashed imo.. id be happy with an increased flame status effect potency
Lightning staff is too powerful of a choice.. I liked they aoe buff it gave and would rather see that buffed or have a status effect like vulnerability added to aoes with it..
Ice element as a whole probably needs a rework to be more appealing.. defensive ice spells are cool but i dont think it should be base kit for a destruction staff... you could change it to make ice damage drain stamina from enemies while slowing them down and applying brittle... (i would agree that ice mages take a less direct aproach to dps as debuffs and the slow death of freezing gives you a better chance of survival than just straight up explosions and heart stopping electricity, but Brittle can be a very strong tool that effectively negates enemy resistances.. Its just not up there yet with other elements for whatever reason)
I dont agree with daggers nerf in fact i think they need a crit chance buff..
i feel like dual wield need a passive buff like two-handed follow up buff.. but that is just me..
charge-type gap closers (not teleports or leaps) should have less range than they do but be more effective at stopping a fleeing opponent.. charges should reward quick thinking and provide high damage potential... ex. shield charge is slower but has greater range than two handed charge and two handed charge has its range idk lets just say halved but it just flies out quick as heck.. the major change is that these skills (and others of their type) would be able to stun your opponent...