All I know is that I haven’t seen one “curving arrow” on PTR yet lol. All the time on live
the last shot hits as hard as a regular charged shot which is only fired at the end of the chain. you are rooted for the whole duration. Its definitely not worth it.
Change it back please it’s a 25+% dmg arrow with no grit
At least make the recovery slightly sooner it looks clunky
I don’t play bow. But I don’t think rolling after the rapid shot is really the concern. Will you still have enough time to do an auto attack on the stagger? That is the important question your video doesn’t answer.
Wats why noone was using it becose it was lock animation in all 3 shot
Good point. Does it work that way on live? I can’t test on PTR I have very high ping @DeityVengy
IIRC Rapid shot stagger is a 3point stagger (1 point being least amount of stagger frames, e.g. leaping strike, 3 point is reverse stab)
Its situational, as intended. Often that last shot secures kills when playing with your team because the stagger is brutal.
Right now you “always” use the last shot, since you can escape very easily with the reduced frames. PTR’s change makes it more of a decision on when to and not to commit yourself to the animation.
Like bad shockwave or perforate can cost your life because of the commit times
It still is situational. In a 1v1 situation, which is where its used most of the time, that delay will cost you time for follow up damage or keeping up a kite. The stagger itself is only on the last shot and most pvpers know to either time their dodges to avoid it or rush in before it can go off. Adding a delay turns the skill from a risky maneuver to consider waiting until the last second to hopefully stagger them to avoiding it altogether since you will almost always eat a hit that will nullify your ability to kite.
just dodge before the final shot, its not that tragic. And if you know you’ll hit the final shot and it will kill someone just take the shot. Its easy decision making. Im a bow main btw, and i think this change is fair. Plus the change isnt even that big.
If you hit your opponent with the last shot, you wont get hit anyway because he’d be staggered, if you know he’ll cc you before you hit the last shot, just dodge. Use ur brains gamers
How can you know If you Hit the final Shot If He can i frame that second? It’s not Hit Scan, you know? People gonna drop rapid Shot and we lose more diversity.
Rapid Shot ist already a very stationary Skill
And please let US unsheat the bow with a left click Like every other weapon in the game.
you dont have that hard desync on ptr, cause they are Not 2k ppl playing ![]()
I definitely get desync on PTR ![]()
I have many clips 1vx where dodging immediately after the final shot has kept me from getting half my hp chunked from some musket on Mount Everest
The skill is completely telegraphed and requires you stay still for several seconds
I don’t care if you cant cancel after the 3rd shot is started but there’s no genuine reason being able to dodge almost immediately after the third is an issue
Dexterity
If sword and shield has the best lunge in the game
Greatsword has some of the best mobility and slows
Why can’t bow have a rapid fire with quick recovery???
That’s the point of the change, bow is too slippery. They specifically call it out in the patch notes
On 1v1, just swap to your other weapon, the opponent is either already out of stamina if they’ve iFramed while closing the gap as you Rapid shot them, or lower health. Either way you’re at the advantage either in stamina or health or both
By itself bow its not too slippery. It has a few haste skills and a disengage skill, but other melee weapons have more than plenty to gap close very quickly and effectively without burning their stamina and all of their cooldowns. It relies heavily on either a secondary melee to keep kiting (hatchet/rapier) or a way to deal other melee up close with either cc or damage (spear/greatsword).
The original issue with bow slipperiness was its combination with rapier’s uncatchable escape abilities and light armor’s insane gap creation and durability with certain perks like shirking fort and energy and as such both were adjusted accordingly. Now you have to use skills to keep up the gap.
By itself rapid shot was not an issue. No one even complained about it to begin with. It was a skill that was already risky to use because it forcefully roots the user in place. The last shot was what made it worth it since it let you gamble on landing the hit and potentially slowing progress any melee user would have gained while you were a sitting duck and rewarded you with a stagger long enough to followup with another quick light attack or skill which adds more pressure. Being able to dodge immediately after the shot lets you avoid taking unnecessary damage from its recovery and allows for the followup attack to begin with. It also helps bow combat to stay fluid.
Seriously, If its not broken, then don’t fix it.
No one weapon should be able to escape when you have two weapons available, hatchet or cyclone spear bow users the new FotM are extremely slippery for melee users.
We can agree to disagree, thanks for the good conversation. Changes keep the meta fresh and fun.
Let’s see where it lands after the patch because I don’t think this change is even worth batting an eye while muskets “nerf” is actually a large buff making them stronger than on live.
Its not just about escape though, its also about pressure. Dealing damage is bows primary method of pressuring which is what rapid shot does best. In its current state it deals a short burst of damage but it also keeps your rooted for the duration. Putting a delay on the end will not just make combat clunky with bow, it will reduce its ability to pressure by taking away its ability to follow up or to stay mobile afterwards which, as a medium to close range weapon, is its most desired trait.
I do agree that bow shouldn’t be able to kite all melee by itself, but rapid shot alone by virtue of its own mechanics doesn’t do that. It actually trades mobility for the ability to pressure with damage which is good design and definitely doesn’t need to be messed with.
Regardless I also thank you for the chat. Its good to be able to talk without it devolving into slander fests that most people do on the forums.
The slippery part derives from the light armor for the 80% of it and for the remaining 20% from the passives of the bow.
That “slipperiness” has been already hit pretty hard with the changes to:
- recovery time after a hit (1,5s now while all the others have significantly lower recovery times)
- 20% reduced roll distances after being hit
This has a double effect:
- the first part makes it harder for a ranged user to hit (musket have a mitigation given by the 3x zoom which bow doesn’t have)
- the second part makes a light armor user almost unable to escape the moment one hit lands.
All of this makes the extra self-root on the rapid extremely punishing.
Unsurprisingly rapid shot is already being dropped in live and people is getting used to the explosive arrow.
I’m really not sure this change is going the right direction, it will make one skill of the tree completely useless.
Looks like a fine change to me. Must be because I am not biased towards the weapon ![]()
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