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FC.31.20210519.2 - Archery

kaiserin#0958 kaiserin Posts: 3,089 Cryptic Developer
edited June 2021 in PTS - The Archive

Archery Feedback: https://www.arcgames.com/en/forums/championsonline#/discussion/1216205/feedback-thread-archery/
Other Feedback: https://www.arcgames.com/en/forums/championsonline#/discussion/1216206/feedback-thread-misc/

Power Changes
Archery

Straight Shot
  • No longer applies a effect that increases archery damage for the next 2 hits.
  • Now has a chance of applying Root based on charge time.
  • Split the Arrow advantage: Changed to apply Armor Piercing when fully charging the power.
  • New Advantage (1): Applies Download to you.
  • New Advantage (2): Chance to apply Disorient to target.



Taser Arrow
  • Moved to Crowd Control.
  • Must now be fully charged.
  • Removed energy reduction effect.
  • New Advantage (2): Creates a Static Field on the target.
  • New Advantage (2): Applies Superconductor to the target.



Sonic Arrow
  • Moved to Crowd Control.
  • Added 10 second cooldown.
  • Increased target cap to 5.
  • Stuns targets if not fully charged.
  • Paralyzes targets if fully charged.
  • Deadly Dissonance Advantage: Now Applies Deafening to your primary target. Applies to additional targets when fully charged.




Gas Arrow
  • Fixed an issue where the Noxious Fumes advantage wasn't counting the Stun as your own.




Torrent of Arrows
  • Now has an innate chance to Knockdown targets.
  • Removed cooldown.
  • This power was using an outdated damage/cost calculation, and its cost has gone up dramatically.
  • Relentless Recurve Advantage: changes the Knockdown to Knockback.
  • New Advantage (2): Applies Armor Piercing to primary target. If other targets are affected by Disorient, applies Armor Piercing to them as well.




Storm of Arrows
  • Achilles Heel Advantage: Fixed an issue where the root was not being refreshed every hit.
  • New Advantage (2): Chance to apply Disorient to targets.




Focused Shot
  • Successfully using this power reduces the charge time of the power. Stacks up to 3 times. The effect is removed when you take damage. Does not stack with other chargespeed reduction effects.




Hunter's Instinct
  • Scaling changed from Ego to Intelligence.
  • Now restores energy over time.




Explosive Arrow
  • Now has a chance to Knock targets.
  • This power was using an outdated damage/cost calculation, and its cost has gone up dramatically.
  • New Advantage (2): Leaves behind a Pyre Patch.
  • Where's the Kaboom? Advantage: Damage for this was originally fixed despite power rank and diminished with additional targets. The damage now scales with charge time and no longer diminishes with additional targets.




Quarry
  • Removed Fair Game advantage.



Snap Shot
  • Moved to T0.
  • Now a combo power (different animations are currently not in place).
  • Damage and cost adjusted for being a T0 combo power.
  • Applies Disorient when finishing the combo.
  • New Advantage (2): Applies Floating Lotus Blossom to you.
  • New Advantage (2): Refreshes Armor Piercing.




New Power: Fair Game
  • Tier 2 Archery
  • Applies a heal over time when you defeat a target. Stacks up to 3 times.
  • Scales with Intelligence and Dexterity.
  • Advantage (2): Applies the Lithe buff to you when you defeat a target.




New Power: Rapid Shots
  • Tier 3 Archery
  • Maintained single target damage.
  • Chance to snare targets.
  • Advantage (2): Increases base damage of power, but you can no longer move while using.




New Power: Caltrops
  • Tier 2 Archery
  • Area damage over time
  • Places Caltrops in front of you, dealing Piercing damage and snaring enemies.
  • Advantage (2): Chance to cause targets to starting Bleeding.




New Power: Desperate Shot
  • Tier 1 Archery
  • Single target damage. Increased damage when a critical hit.
  • If used while under 50% health, deals double damage and stuns.
  • 10 second cooldown.
  • Advantage (2): Applies Stim Pack.



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Other Power Changes
Mental Storm
  • No longer innately applies Stress.
  • Power will now stun your primary target if not fully charged.
  • Power will now Paralyze affected targets when fully charged.
  • Paralyze strength has been normalized with other Paralyze powers.
  • New Advantage (2): Now has a chance to apply Stress every hit. Stress application is guaranteed when the damage effect expires. Refreshes at the start and end of the damage effect.



Tanglecoil Launcher
  • Now must be fully charged.
  • Increased DoT damage.



Bolas
  • Now must be fully charged.
  • Removed cooldown.



Binding Shot
  • Now must be fully charged.
  • Removed cooldown.



Gas Pellets
  • Updated tooltips to include area effect range.
  • Corrected costing. Cost has gone up.



Holdout Shot
  • Increased damage/cost.




Debuffs
  • Many resistance debuffs lasting 12 seconds have been increased to 15 seconds.
  • All damage resistance debuffs have had under the hood changes made to them. Please check through and make sure tooltips for them are working properly (displaying the correct chance to apply, refresh values, etc.) and that the debuffs are working properly.


Shredded
  • No longer applies Physical damage reduction, Slashing damage reduction increased to compensate.


Demolish
  • No longer applies Physical damage reduction, Crushing damage reduction increased to compensate.


Serpentine Fire
  • No longer applies Elemental damage reduction, Fire damage reduction increased to compensate.
  • Fixed an issue where it would flicker between 2-3 stacks.


Stress
  • Reduced duration to 15 seconds (from 20) to match other resistance debuffs.


Stagger
  • Now has a maximum cap of 9 on a target (player cap is still 3).
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Post edited by kaiserin#0958 on
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