I was actually having this conversation with some friends a few times over the past week or so. Regardless of weapon, one should be able to do solo content hands down. Devs have to take into account that not every player will have someone to play with at all times. For the content that requires/recommends a group, all of it should be stated as such.
As for the bow and other ranged weapons; it became apparent to me that the game favors melee weapons to a degree in its overall design. I’ve mained bow the whole game, even back in the last two betas. I absolutely love using it. However the game includes mobs that move faster than players and can catch up to me regardless of what distance I aggroed them, enemies that respawn way too fast (Pablo Nunez + nearby mobs are a prime example), and the perks/abilities geared towards the kiting playstyle are subpar. Most of the slows it provides are only applicable under weird conditions like shooting a foe with 100% heath slows them for 2s. Once those seconds are up that mob will sprint towards me while still having more than 70% of its health most likely. There’s even the more lackluster final perk which requires you to shoot at the target’s leg/foot in order to slow them, for yet again…2 seconds. If you are focused on shooting their feet you can never actually deal proper damage the whole time your trying to kite them. Granted there are conditions in place to help regen abilities and stamina within the skirmishers tree, along with some haste options. But again the those conditions and the amounts granted aren’t synced or polished well enough to match the game’s favoring of a melee armor clad player, that is likely to have better CC, inherent survivability, and attacks that will usually hit more than one target. So they won’t have to deal with running around for 5mins trying to kite and kill off every aggroed mob, just to return to their questing destination and find that some of the mobs are already respawning.
I fought Pablo Nunez and the mobs within the little pit area 3 times on my own, and this was without dying. They all simply kept respawning by the time I killed them all. FYI you can’t get to him without at least aggroing two other mobs, and the third usually gets aggroed at some point too if you enter the pit and try to fight the others. For ranged players it impossible to do without aggroing all 4 of them, because, as it was pointed out kiting isn’t really a thing in this game. Mobs are too close, aggro from too far, move too fast, etc, in order for a ranged player to viably take out select targets while avoiding unwanted fights. And bow doesn’t have the tools to actually deal enough dps while “kiting” to actually handle more than two mobs at best. Which sucks cause theres a movement speed passive that only kicks in where 3 or more enemies are within 3m of your character. Theres literally nothing to keep these enemies at such a distance, therefore the passive is useless. Ultimately I only finished that quest because I had a friend rocking heavy armor and a war hammer to come help me…he managed to get through the quest on his own a few days prior.
Also, I should note that most of my attention was focused on the Skirmisher’s tree during my first 30-40 levels. But I felt myself becoming a bit irritated with the mobs ganging up on me, so I actually started using my hatchet more and swapped some of my bow skills for more things within the hunter line since thats where all of the bow’s damage is outside of DoTs. I ended up maxing out my hatchet before my bow, literally because of the amount of content I couldn’t get through, and having to conserve arrows of course. One of my biggest plights with bow is Evade shot actually being an animation lock that doesn’t matter when enemies like bears, gators, and some others have the speed and attack range to hit me while jumping back. Please just give us some Iframes while the ability is being used. The name is misleading, and I in fact have a better chance of avoiding all damage if I just time a normal dodge first and then use evade shot to create more distance after. Maybe the devs didn’t intend for the ability to be used as a counter for something that has already closed the distance. But again, if thats the case then they definitely need to change the name and adjust enemy movement speed and attack range maybe.
Regardless of possible adjustments needed for bow and some other ranged weapons, the main issues I find are with the mobs themselves. Overtuned respawn timers, everyone of them having multiple grit actions including ranged and mages, them moving too fast, there not being enough ways for players to cross through areas without aggroing most mobs; whether its a distancing issue, too many mobs, or aggro range. Another thing that could help is mobs not resetting just because I’m shooting them from a different level of verticality. It would allow for ranged players to actually find vantage points and reward them from playing more strategically to fit the ranged style.