Purifying crits is nice, but 10s cool down is meh.
After crit changes this will be even less impactful.
But yeah jagged is very nice to have on a weapon that can melee and range.
Purifying crits is nice, but 10s cool down is meh.
After crit changes this will be even less impactful.
But yeah jagged is very nice to have on a weapon that can melee and range.
Skitzo assassin’s can still handle range now. You just need to have zephyrcakes so they can’t run away from SnS and hatchet.
The leaping strike, stab and bash combo was OP it needed to be nerfed when they did it.
Anyone wanting the skitzo stun, stagger combo to make a return doesn’t have the best motives IMO.
I thought so too, but I found that I didn’t really have to think about it and it was still noticably useful. It’s just something you have to try.
Not really. On fire gives a guaranteed crit ever 3 throws haha
With the fortify nerfs I think purify crits are less desirable also. Still a useful perk but a b tier one IMO.
I use on fire also. Don’t really notice it much TBH as I only use consecutive ranged attacks against siege.
If they ever increase projectile size I will utilize throws alot more.
Can’t balance the game around zephyr cakes. Number one they only exist in opr. Number two they can buy zephyr cakes too and number 3 your definition of skitzo and my definition of skitzo are very different. 150 con is not a skitzo but it is a very effective chase build since it is durable and it is good for 1v1s I am not interested in 1v1 balance because that is not how the game is played. The assasination combos in hindsight were 100% more beneficial for the game than the current ranged meta we have, although the BB combos were degenerate because they one shot ppl who were medium and 300 con. The hatchet combos could not kill anyone who was 200 con it was impossible to one shot someone who was 200 con with hatchet. It kept the ranged player honest, and honestly with stoneform wouldn’t even be a big deal today
If yeah if you’re talking about that. It was basically useful for messing up shirking fort, defy death, and berserk. None of which are going to be a thing really next patch so you’re right.
One day maybe they’re improve throws
. They’re really fun.
Personally I don’t disagree with anything you say.
But advocating for return of a stun stagger chain isn’t a popular opinion as playing against them aren’t enjoyable.
I think a more logical suggestion to mitigate ranged problem would be to nerf Dex scaling on bows by 20 percent so that they aren’t as much of a nuisance.
Muskets already got reworked.
It’s not like Dex is uncatchable now. They just hit a bit too hard.
u dont get it.
high dps should be high risk and die easy
real situation is range is low risk and high reward if thers no healer involved.
with the broken healing, melee > ranged in groups.
without the broken healing , ranged > melee.
so AGS need to nerf healing by 50% , then nerf ranged dmg accordingly to make game balance.
yeah I don’t really disagree. its just that if nerf the damage on dex too much its not really going to be viable at top end pvp, and I want it to still be viable, I just don’t want it to be in the state its in now where its so good it basically dwarfs any other kill build. That is why I prefer the approach to make it have a higher skill ceiling and be a less accessable build vs just straight damage.
tldr; hitbox and fire rate nerfs instead of damage nerfs.
Id rather go with dmg nerfs more than any thing. And fire rate buff if anything.
Chunking someone with one big hit is the exact reason it is unfun to play against in PvP and is the main reason it overperforms in invasions and opr.
People are maximising bows effectiveness with heavy attacks. Fire rate isn’t the problem - OP dmg is.
Hitbox is only slightly too forgiving ATM.
Firerate buff is a big no no. Due to the way stamina management is you can’t buff the bow fire rate, would make melee chase builds worst than they already are.
Most of the time bow players are using heavy attacks and abilities. Light attacks are only a situational tool.
And if the fire rate is indeed too much of a problem we can reduce projectile size a bit to reduce accuracy.
There has to be a solution to reduce bow dmg output whilst making it more viable for dungeons.
sorry, I think the fire rate of heavy attacks needs to be reduce, I am fine with light attacks, I think they are in a good spot.
I don’t think fire rate is what makes heavy attacks op at all. It is the dmg it does.
No one’s complaining that bows shoot too fast, they are complaining about the dmg from each hit.
An assassin class is something players have asked for, for a long time now and daggers are also a thing they want. Many don’t want temporary invisibility spells while some others do. Personally I just want an assassin class that is meant to get into an area with high mobility and high terrain traversal to make use of going over taller walls that others cannot and to increase crouch speed for a short while for moving from cover to cover.
But to make this class a system that works they need to hide everyone’s gamer tag info unless you hover over there characters for x amount of time. The gamer tag info in the game is what really drives be crazy in the game as a fan of stealth and misdirection gameplay.
Fire rate and projectile speed are definitely my main plights. Being able to easily spam arrows in a direction without skill and eventually hit the target is not good game design, and stamina regenerates too slow to dodge all the projectiles. Slowing Fire rate and lowering the hitbox but keeping the damage makes each shot more impactful and raises the skill ceiling, people with good aim can still land their Heavy shot → pen shot combos and get rewarded for doing so but it has a much skill floor than before.
Hello Bat and welcome to the community. It is great to see an influx of new players and I hope you have a great time in New world, much as I have had.
With 3000 hours under my game play belt I personally cannot make statements that are similar to yours in the above quote.
I would love to agree with you but cannot and will not agree. Yes I do hope that “classes” shall be able to their job though with 1 weeks game experience I find it hard to agree with your thought process.
Perhaps in another 1000 hours you may have a different view but again to reiterate. It is so pleasant to see a new players thoughts.
I understand your point completely.
Right now bow is in a position where if you don’t run any resistances you pretty much have to dodge every single attack. Because they will all hit hard.
However the evidence already shows in opr and invasions that fire rate isn’t as important as high dmg otherwise heavy attacks would be far less frequent.
I would advocate for heavy attacks to be more like light attacks now and light attacks with a higher rate of fire and lower dmg that would require the user to stand still to get them off, similar to shooters stance in the musket skill tree.
I think that could work and would help to rebalance bow if you could get more utility to it’s weapon abilities in conjunction with a change to attack dmg and rate of fire.
It would literally just become a machine gun. Nobody likes when their left clicks hit like wet noodles, it just feels like it carries no weight. You also have the firestaff which already has a pretty fast fire rate and should be the niche for consistent damage. Bows niche should be mobile skirmisher that has good execute modifers. Heavy attacks should do good damage (pretty much what they do now) but require more commitment do be able to do that damage as they shouldn’t be the main source of damage (bows only heavy attack right now outside of arena). Light attacks are in a good spot and should be the primary attacks that bows use, bows shouldn’t be able to charge a heavy attack get it off and dodge while kiting a melee in ~5m range, that shouldn’t even be an option. Making the bow more spammy is 100% the wrong route to go.
Bow should lose its modifier for 100% HP shots tbh, and it should get another execute modifier or some sort of debuff application under 35% hp.
Your suggestions work for OPR but don’t change its performance in dungeons or invasions.
You seem to be more concerned with holding onto a specific kind of weapon identity than to actually provide balance changes that will help weapons become equally as viable amongst all facets of the game.
And to expand on identity. I think its better to make a weapons abilities provide more of a weapons identity than to determine its identity from how much it scales.
Hammer and axe scale pretty similarly, yet they have distinguishably different identities. The precedent is there. Same with hatchet and SnS. They scale similarly also yet provide distinguishable and unique identities.
Bow can scale on a similar level to firestaff and can have a distinctly different feel for sure. We don’t need to keep it as a slow firing chunker that is hard to balance to give it a unique identity.
It could easily have an increased rate of fire on light attacks; A la shooters stance - and still be a unique and enjoyable weapon.
I’m glad you agree that bow needs a dmg nerf, but I don’t believe nerfing rof is the answer.
Id much rather see a combination of scaling, rate of fire and projectile size changes. Plus a buff to its abilities to rebalance it for OPR, invasions and dungeons.