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Feedback Thread: Archery

kaiserin#0958 kaiserin Posts: 3,078 Cryptic Developer
edited June 2021 in PTS - The Archive

FC.31.20210519.2

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  • This power was using an outdated damage/cost calculation, and its cost has gone up dramatically.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  • This power was using an outdated damage/cost calculation, and its cost has gone up dramatically.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.



FC.31.20210519.3

Powers
Archery

Caltrops
  • Updated visuals.
  • Tooltip fixes.


Storm of Arrows
  • Fixed an issue with the animation looping improperly.
  • Fixed an issue where the arrows were using the wrong texture.
  • Removed cooldown.


Rapid Shots
  • Fixed an issue where the Concentrated Shots advantage was not working.


Quarry
  • Passive icon.


Explosive Arrow
  • Increased overall damage. Cost has gone up.
  • Where's the Kaboom? advantage: Increased Fire damage and lowered the Piercing damage.
  • Scorched Ground advantage: Fixed an issue with the pyre patch stacking.


Focused Shot
  • Fixed an issue where Total Focus was not working with the Ballista Bolt advantage.
  • Fixed an issue with how the chargespeed reduction buff was working.





FC.31.20210519.5
Archery
  • Icons updated.



Rapid Shots
  • Animation adjustments.
  • Fixed an issue where this power wasn't working with Onslaught gear.



Fair Game
  • Increased stacking count to 5.



Snap Shot
  • Animation adjustments.
  • Finish Him Advantage: Changed to apply bonus damage to all Archery powers when the target is at low health.



Explosive Arrow
  • New Advantage (1): Changes the fire damage portion of this attack to crushing.



New Power: Precision
  • Tier 1 Archery
  • Form
  • Grants a stack of Analyze whenever you get a critical hit with a damaging Archery ability.
  • Scales with Intelligence


New Power: Medical Arrow
  • Tier 1 Archery
  • Creates a healing rune on the target.
  • Advantage (2): Disorients target.
  • Advantage (1): Applies Download to you.




Archetypes
The Marksman
Corrected diminishing return values.

New Power Progression:
  • 1 Strafe
  • 1 Straight Shot
  • 6 Sonic Arrow OR Desperate Shot
  • 8 Quarry
  • 11 Torrent of Arrows
  • 14 Precision
  • 17 Rapid Shots
  • 21 Parry
  • 25 Hunter's Instinct
  • 30 Storm of Arrows OR Gas Arrow
  • 35 Evasive Maneuvers OR Fair Game
  • 40 Explosive Arrow OR Focused Shot




FC.31.20210519.6




Archery
Snap Shot
  • Fixed an issue with the arrow fx.



Medical Arrow
  • New Advantage (2): Applies Illuminated to target and Illumination to allies near the target.



Rapid Shots
  • Small increase to damage bonus from Concentrated Shots advantage.






Please format any bugs you find in the following format:
Bug
Where it happens
What happens

BBCode:
[color="#ff0000"]Bug
Where it happens
What happens[/color]

HTML:
<font color="#ff0000">Bug
Where it happens
What happens</font>

Please format any suggestions you have in the following format:
Suggestion
Your suggestion

BBCode:
[color="#4a86e8"]Suggestion
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​​
Post edited by kaiserin#0958 on
«13

Comments

  • apeboy#2015 apeboy Posts: 54 Arc User
    i dont understand why the paralyze powers had to be completely ruined to make archery better, really not a fan of the changes to paralyze powers.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    So the solution to archery being unpopular is to make it worse?
  • atlassarnosianatlassarnosian Posts: 169 Arc User

    FC.31.20210519.2

    Power Changes
    Archery

    New Power: Rapid Shots
    • Advantage (2): Increases base damage of power, but you can no longer move while using.

    Bug
    The advantage still allows you to move normally in all directions, even with travel powers enabled.
    @atlassarnosian
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  • psychicslugpsychicslug Posts: 721 Arc User
    Well then, looks like we get the bows restrung this time
  • avianosavianos Posts: 6,021 Arc User
    edited May 2021
    First things first, I don't like that only one Archery Power was given BLEED adv, and its a reskin of Gas Pellets, meaning it applies bleed only in melee trap-patch range
    Suggestion: Give more Archery powers access to Bleeding ADVs please! For the sake of Theme builds

    Suggestion: ICE ARROW please power, its been 5+ years
    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.
    BUG: There is an odd Interaction with taking both Where's the Kaboom? and Scorched Ground ADVs

    Now Fire patch will spawn ONLY when Where's the Kaboom? explosions happens
    AND
    because the power has innate knock up, it cause the Fire Patch to spawn on the air instead of the ground, while it's blasting the target up, it register the enemy's location on the air!


    In Addition, using BOTH of those ADVs causing this side effect

    BUG: Using Where's the Kaboom? + Scorched Ground on tap for each target individually it proceed to spawn Fire Patch for each target! I can have multiple Fire Patches, it goes against the 1-Patch rule and they don't despawn when I summon another
    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.
    This Self Healing is complety Worthless in endgame against Single Bosses like cosmics!
    and seeing the Lithe adv also applies when defeating enemies, I don't think a Dodge Tank against single bosses would find this worth tanking!
    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.
    With this Cooldown I LOST MY LIGHT ARROW POWER! :angry::-1:

    Why would you give this power Sonic-Debuff ADV NOW That it has a Cooldown? Especially with the incredible limited non-powerframe Sonic damage contribution?

    Suggestion: Make a copy power of Sonic Arrow
    I would like to see a Replica power of Sonic Arrow, without the CC effects, to make up for this lose​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • negusonic#7245 negusonic Posts: 103 Arc User
    edited May 2021
    <font color="#4a86e8">Perhaps this would be a good time, with all of these builds stacking additional holds and paralyzes on targets to hope for a mechanic to remove stacks so CC builds can coordinate together in teams?

    Like a power to remove arrow from your target at melee range that also has a benefit and removes a stacks of enemy hold resistance?</font>
  • fusionax77fusionax77 Posts: 12 Arc User
    BBCode:
    Bug
    Focused Shot - Total Focus
    - Where it happens: Any time stack(s) of Total Focus is\are active
    - What happens: The effect of Total Focus does not reduce charge time beyond the first stack:

    Charge Time, no stacks: 3.0 Seconds
    Charge Time, 1 stack: 2.61 Seconds
    Charge Time, 2 stacks: 2.61 Seconds
    Charge Time, 3 stacks: 2.61 Seconds

    Power Tooltip also lists "15%" reduction in charge time per stack, while buff icon lists "10%".



    BBCode:
    Suggestion
    Desperate Shot - Animation Speed & Stim Pack Advantage
    Desperate Shot is very slow to execute in comparison to it's equivalent in Munitions, Holdout Shot.
    I feel the Stim Pack advantage should activate at the same time it does on Holdout Shot to better maintain parity.
  • jackieboy#3897 jackieboy Posts: 46 Arc User
    Love these changes!! ❤️

    I’m going to make a new archery toon now!
  • avianosavianos Posts: 6,021 Arc User
    With the addition of the post above with Charge Buff not working for Focused Shot
    Long Running Bug: Focused Shot still doesn't lock your character's movement like Sniper Rifle, still causing it to cancel itself even during the end of your travel power movement

    The Archery EU is great now and I love that we can Spam Torrent of Arrows without CD now, True Arrow Barrage!
    Giving it Armor Piercing Debuff adv was really good altenative as well for builds/theme which don't want to use Straight Shot!
    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.
    Oh neat, New animation!
    The Activation time can be a little tricky as post above also mentioned and can be deadly when you are on critical levels, but 100 feet range Restoration power is welcomed!
    sUL3zpx.gif

    Suggestion: Give Desperate Shot the Open Wound ADV
    Suggestion: Give Desperate Shot the Frail Armor ADV (Armor Piercing REFRESH)
    Suggestion: May consider giving Desperate Shot a CURSE ADV as well with synergy to Magic
    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.
    Hmm this counts as Rune, never realized it until now!
    Suggestion: Can we please have Healing Runes additions to the archery too?
    Perhaps giving Sonic Arrow access to a healing Rune ADV as counterpart to Taser Arrow's energy

    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.
    Nice damage so far, even with the adv not working correctly right now! I see its the Alternative Alpha Strike to Focused Shot

    My only issue right now it's the bland animation and visuals, it's a copy of Snap Shot but as maintance (which is actually I actually wanted)

    Suggestion: Enchant the visuals of Rapid Shots, currently they are too bland and don't do the power true justice for it's DPS Role! ​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • nbkxsnbkxs Posts: 766 Arc User
    The CD on storm of arrows has to go, it's unusable as an aoe in this state. Everyone will just use lead tempest instead.
    [NbK]XStorm
  • shapey#5696 shapey Posts: 55 Arc User
    edited May 2021

    [*] Advantage (2): Increases base damage of power, but you can no longer move while using.
    Bug: The advantage seems to not be working at all, as Rank 3 is performing significantly higher damage and there is no self-root.
    Bug: Rapid Shot itself has no Advantage Point cap. It's currently at #/0


    Suggestion: Increase the overall damage of the power.
    I parse my damage a lot, and going between a few stat and passive changes, the total has come out... subpar. As it is Rapid Shot isn't even close to the damage of other ranged maintains. With a lack of synergy, unless the damage is buffed, I don't see a lot of people using this.
  • gentlegiantvexxgentlegiantvexx Posts: 321 Community Moderator
    edited May 2021
    Suggestion: Give Gas Arrow a Healing Rune Advantage
    Why not add a different utility to the set!? Gas Arrow rarely gets used anyhow by folks, and it'd definitely place a bit of a theme with technology heals or an Archer that wants to be more helpful along with damage.
  • aesicaaesica Posts: 2,537 Arc User
    edited May 2021
    A few thoughts on some of the powers and changes:

    Snap Shot
    While I love that it's a proper combo instead of just a sucky forgettable instant spammer, I'm unsure what role it's supposed to play in its current state, though. It's a T0 so it's not for damage, but it also can't apply a damage debuff. Floating Lotus is nice, though.
    • Solution A: Bump it back up to T1 or, ideally, T2 so it can get a damage increase and thus be a valid damage power. It might also be worth moving all of the execute-at-20% bonus to the advantage in exchange for a further baseline damage boost. This power isn't worth using as an execute without it anyway (or maybe even with the advantage, due to its low baseline, but I haven't mathed that part out)
    • Solution B: Give it an aoe component (narrow cone, 10' sphere, etc). The melee combos are generally success stories because they make great aoe options. It'd be nice for ranged combos to finally catch up to them.
    • Solution C: Replace the refresh advantage with an apply that triggers on combo completion. That makes this power a valid choice for a debuff applier. This is the most boring choice, but still better than what it is now.

    Fair Game
    More healing powers are always nice, but I feel like this one is pretty much going to be dead on arrival since it competes with (shared CD) Endorphin Rush and Bountiful Chi Resurgence, both of which have much more reliable conditions for their healing payouts. It will be close to 100% useless for any meaningful content (boss fights) or any fight where something wimpy can't be picked off right away. In fact, unless team kills count for the activation condition, this is an anti-teamwork skill too, since another team mate getting the killing blow will deny you any healing. Right now there's no reason at all to take this power over Endorphin Rush, even if your Int/Dex are higher than your Rec/Con.
    • The activation conditions really need another look. Other possible/better trigger conditions include one or more of the following: On deal critical hit, on enemy dodge, on user dodge, on full charge/maintain/completed combo, etc. Ideally, one for getting hit (on user dodge) and one for hitting (on critical hit)
    • Resurgent Reiki (from BCR) seems like it'd make a lot of sense being on this power, too.

    That's all really!
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • ansemthedarkansemthedark Posts: 663 Arc User
    aesica wrote: »
    Fair Game
    More healing powers are always nice, but I feel like this one is pretty much going to be dead on arrival since it competes with (shared CD) Endorphin Rush and Bountiful Chi Resurgence, both of which have much more reliable conditions for their healing payouts. It will be close to 100% useless for any meaningful content (boss fights) or any fight where something wimpy can't be picked off right away. In fact, unless team kills count for the activation condition, this is an anti-teamwork skill too, since another team mate getting the killing blow will deny you any healing. Right now there's no reason at all to take this power over Endorphin Rush, even if your Int/Dex are higher than your Rec/Con.
    • The activation conditions really need another look. Other possible/better trigger conditions include one or more of the following: On deal critical hit, on enemy dodge, on user dodge, on full charge/maintain/completed combo, etc. Ideally, one for getting hit (on user dodge) and one for hitting (on critical hit)
    • Resurgent Reiki (from BCR) seems like it'd make a lot of sense being on this power, too.

    That's all really!

    Like, you know this fancy new form they made, Aspect of the Machine, a power that given a new AT that is the worst AT I have ever seen still and the power since then never got touched again. Or the Vindicator Specialization, The Rush of Battle, which can be all nice for trash but as @aesica mentioned, not good for boss fights and not team friendly.

    These powers in general need to have a look at and need a second condition to trigger, just like forms have often. Maybe something like hit the same enemy for a certain damage amount in a certain time span or hit it for specific counts of hits.
  • aesicaaesica Posts: 2,537 Arc User
    nbkxs wrote: »
    The CD on storm of arrows has to go, it's unusable as an aoe in this state. Everyone will just use lead tempest instead.
    Oh also, agree with this 100%. I suspect it existed to work with Molecular Self-Assembly or something, but it really doesn't need to exist anymore.
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    BUG: Quarry doesn't have a passive icon when equipped.

    I gotta say, I don't really know which alpha strike to go for in Archery. Thought it would be Rapid Shots but I realized Focused Shot seems to hit harder. I would like to use Rapid Shots but the animation is way bland.

    Also, is there no way for Bows to not have a glowstring? It's really distracting. XD
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  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Humm, Archery rework hum?, was hopeing for Gadgeteering but I suppose this works, overall looks great!
    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,913 Arc User
    Also, is there no way for Bows to not have a glowstring? It's really distracting. XD

    Same, I'll love to have it removed or a way to make it Invs (I;ll love to have Arrow choices too, like Holo or PSI Arrows) and such exist in the game just not for players

    Psi.
  • lunnylunnylunnylunny Posts: 186 Arc User
    edited May 2021
    Well the self heal works on TT, but with these values, I'm not entirely sure how well it works.
    • Focused Shot has the same issue I find on the new melee move: the duration of the stacks is too low. Keeping the focus though, for something like Focused shot, if you're getting hit you're losing stacks anyways but the main problem is how it starts to become a chore when you realize you also should be trying to keep your Armor Piercing debuff on, which if you lose the debuff (for a number of reasons, from own player distraction, lack of windows when dino spams bubbles or even TT bosses removing all their debuffs) you then have to step in the 20 ft and fully charge either Straight Shot or Torrent and then charge up the long Focused Shot before your stacks expire.

      I like this concept for Focused Shot, it adds something different but the low duration(the timer the buff stays up) makes it awkward and too much work when you also keep in mind keeping AP debuff on (don't let it expire!) or that you lose all stacks by getting hit. I'd at the very least put it on 12s rather than 10s. Still, a great update to the power.

    • Explosive Arrow is very confusing to me now. With the new Kaboom adv, the power has no point in existing anymore. The DPS on it is low, the area is small and the Adv doesn't really add enough damage to warrant delaying the explosion. This I feel is the worst part of the revamp: there's no point to using this power at all. I'd at the very least consider making the adv noticeably stronger but also giving the power a Cooldown.
    • Desperate Shot is my favorite addition. At first I was just expecting it to be a basic Holdout Shot type of power, but with this new animation (one I'd HIGHLY recommend adding to Focused Shot too, makes a lot of sense to me) and pretty surprising power on crits (and then more on 50% HP... God I'm going end up baiting so many Qwyjibo fireballs...), I just absolutely love it.

    • Floating Lotus Blossom (FLB) on Snap Shot is interesting. I'd add a block to archery with a ranged version of the Unarmed block adv (The Elusive Monk on Parry), so that they're not missing a good chunk of dodge %.

    • Overall, obvious bugs aside, a pretty good Archery update. I have noticed a lot of effort to make some of the moves still usable beyond just utility (like Snap Shot still has the damage increase), but I have also noticed a distinct lack of Armor Piercing related advantages. I understand not wanting to make it as good as Burst Shot and, most importantly, Frag Grenade since that's double the range, but I would've expected a few more powers with a "Refresh" adv option, like Desperate Shot or even Explosive Arrow (since the power is lacking purpose now).

      At the moment, counting only within Archery, the options are to either always need to charge Straight Arrow/Torrent of Arrows or to get Snap Shot just to be able to refresh, but then if you wanted to use Snap Shot for the damage, you're either going to have to forego R3 for the refresh adv or going to have to fully charge Straight Shot/Torrent of Arrows.

      Otherwise, players will just opt for Gatling Gun if they want to keep their 100ft, or go 50 ft and use Frag Nade. Though I understand, as mentioned, if that is on purpose due to the powerset having 100ft attacks.
    • The decision on the stats is pretty... interesting? The EU is Int, but benefits from Dex in that crits proc it. Int specs are pretty bad for crit, and Dex specs aren't... very good. That seems to lead everyone towards Ego(or Str for the weird minmax stuff I guess)/dex/int with Chilled Form. Though I understand things may change on the eventual spec revamp, so I'll just silence myself.

    • Lastly, the decision on the damage types... not much trouble in most of it of course: arrows, piercing, makes sense. Though that brought to mind, why isn't there an adv on Exp arrow or the ultimate to make the explosion Crushing damage? Armor Piercing is a crushing/piercing resist debuff, but the powerset has no crushing damage.

      Power Armor had its explosions changed to crushing to work with the resist debuff and that made plenty of sense, though in part PA doesn't want to be played with other powersets anyways so there was no problem on changing it away from fire. I completely understand not wanting to change Exp. Arrow and the ultimate away from Fire, but without a 1 point adv potion to turn them into crushing damage, both powers have issues fitting in proper with the rest of the set.
    • ...also could probably use making the ultimate better... wouldn't surprise me if using it with the adv for resist debuff is inferior to just continuing your usual attacks. I totally get having some ultimates just be focused on mob clearing, like how Fire All Weapons is more about the AoE damage than single target, but considering the mob-fest is basically TT (which *I* personally don't have anything against, with exception of Baron. Baron is just stupid on the healer) and not even once has someone even felt like using it or even considering it(and don't give me the 'theme' excuse. While my builds are 99% all themed, 60% of the people that do TT will use whatever they think is strongest and are told to use. Might as well make TT be underwater with the amount of whirlpools that hit it every day). If it was good, it would've been used.

      Obviously nothing really needs to be oriented towards TT, but if your 'trash mob' clear power isn't very effective on the 'trash mob'-filled lair, then it's not really that good is it?

    That all aside, and sorry for the wall of text, loving the changes. Hoping the numbers are better when the bugs get fixed though.
    Post edited by lunnylunny on
  • darkdiablo#9147 darkdiablo Posts: 49 Arc User
    edited May 2021
    So, some of the advantages indicate that you want to make Archery a ranged dodge tank set, however it's not really all that reliable. For example, I really don't like the trigger conditions for Lithe on Fair Game, it just makes no sense if there isn't anything to actually kill, like Ape, Kiga or Dino, and especially Eidolon (most of the time). Why did you ignore the fact of an existance of a power called 'Elusive Maneuvers'? It'd be a nice way to apply Lithe at the cost of some delay. The cooldown of the power and the duration of the Lithe buff might even mean that people would need to use cooldown reduction for it.
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  • jaazaniah1jaazaniah1 Posts: 5,424 Arc User
    It would be nice if Archery had its own toggle form based on some mechanic that is more friendly to tanks.
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  • carrionbaggagecarrionbaggage Posts: 721 Community Moderator
    Text Nitpicks:
    Caltrops still has description text referencing gas pellets. A unique icon would also be usful.

    In the Graceful Shots description for Fair Game, the first instance of "Lithe" is missing the "e".

    It's a bit disappointing that Fair Game's Lithe is the Thundering Kicks Rank 1 version, rather than Rank 3.

    Snap Shot's Floating Lotus Blossom has the same name and icon as the Thundering Kicks version, but they have different triggers (archery attacks and melee attacks, respectively). A unique name and icon would help avoid confusion.

    A full maintain of Rapid Shots hits 11 times, while animating 9 arrow shots.

    There's little incentive to complete the Snap Shot combo. Archery now has several more ways to apply Disorient, but few means to capitalize on it. The only synergy I see is Torrent of Arrows' Overwhelming Force.
  • avianosavianos Posts: 6,021 Arc User
    Suggestion: Give Focused Shot the Desperate Shot's animation

    On a Theme aspect and a way to Distiguishe this power this makes sense! Would like to see the animation being used on an actual offensive power!
    and honestly could use more appealing animation because right now Focused Shot and Rapid Shots and extremely visualy bland for being Archery's main alpha strike attacks!
    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.
    I would also like to add to the concern, but Focused Shot in fights like Kiga with the passive Damage over Time storms and Dino with the double annoying AOE Spam, becomes useless power slot! (Qwyjibo and Eidolon are the best bosses to use it)

    Not to mention other possible endgame aspects with DOT mechanics which may sabotage the power, like Teleios Ascedant or the Power Core route in Save the Eart alert

    The damage will interrupt the power and making you lose it's charge bonus stacks and this doesn't look good for Archery's main power kit!
    Not to mention, how about Archery Tank builds?​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • theravenforcetheravenforce Posts: 7,065 Arc User
    edited May 2021
    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.

    So I've just realized why this feels a bit bad in comparison to LIVE.

    Because it is essentially a "nerf" (unless I'm reading numbers wrong)

    On LIVE you can get a 10% damage resistance debuff WITH Rank 3, so instead of the PTS set up of:

    Rank 2 (additional 20%) plus the -15% piercing debuff from Armor Piercing = "35% bonus damage" like so:

    unknown.png

    On LIVE we see:

    Rank 3 (additional 20% plus additional 20%) plus 10% from innate debuff = "50% bonus damage".

    unknown.png

    ...did not expect to see a "nerf" to Straight Shot of all things but...here we are!

    For comparison purposes:

    LIVE Rank 3 Straight Shot

    unknown.png


    PTS Rank 3 Straight Shot:
    unknown.png

    So I'm wondering...does this now need a teeny damage buff? Or was the damage from this power nerfed because of the Root addition?
    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.

    Deadly Dissonance change seems bad. Without considering cooldown reduction, the power now has a base cooldown of 10 seconds. Deafening lasts for 15 seconds. 5 second window at best to actually make use of this advantage ONCE (with the same power).

    :confused:

    Suggestion
    Remove the Paralyze from this power. Make Deafening debuff innate. Make the Paralyze the advantage. Reduce cooldown from 10 seconds to 6 seconds base. New Paralyze advantage increases base CD to 10 seconds and removes Deafening application entirely or reduces it to a % chance to proc.

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

    This is actually an okay change. :+1:
    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.

    Look forward to seeing the updated animations! Snap shot has always been in a weird place...I feel like this change keeps it in a weird place but a slightly less weird one. Promotes Dodge/Avoid Archery play too which is nice.
    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.

    Whilst it is nice to see an Archery heal, this power has terrible trigger conditions. Like, possibly the worst ever for a heal power. Target means anything and Endgame content exists.

    Suggestion
    Change the trigger condition to scoring a critical hit or "when you hit a target with your Archery attacks". Please don't sink time into a new ability and then make it suck by giving it bad trigger conditions! Minimize wasted dev time investments! Also please give it an animation where you stab yourself with an arrow >_>


    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.

    Something about this power is off. Not only is the animation quite sluggish but the damage output is pants.
    I think the damage is *exceptionally* LOW for a Tier 3 maintained Single Target Power.

    Bug
    Rapid Shots
    Advantage does not restrict movement as advertised and seems to be offline (no noticeable damage increase)


    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.

    The animation for this power is neat but should be sped up a bit. It seems very *desperate* and not in a good way, should ideally apply in the same window as Holdout Shot’s does.
    Post edited by theravenforce on
  • flowcytoflowcyto Posts: 12,740 Arc User
    edited May 2021
    fusionax77 wrote: »
    Bug
    Focused Shot - Total Focus
    - Where it happens: Any time stack(s) of Total Focus is\are active
    - What happens: The effect of Total Focus does not reduce charge time beyond the first stack:

    Charge Time, no stacks: 3.0 Seconds
    Charge Time, 1 stack: 2.61 Seconds
    Charge Time, 2 stacks: 2.61 Seconds
    Charge Time, 3 stacks: 2.61 Seconds

    Power Tooltip also lists "15%" reduction in charge time per stack, while buff icon lists "10%".

    Bug: It also seems like Total Focus doesn't apply any charge time reduction at all when you take the Ballista Bolt adv.
    (taking that adv also changes the name of the power to Ballista Bolt on the tooltip; not sure if that's intended or not)
    Bug: Rapid Shot itself has no Advantage Point cap. It's currently at #/0

    Bug: Desperate Shot and Caltrops also have no advantage cap atm.

    -
    Overall, I can't say that I like on-kill-only mechanics, and it may be nice to buff Quarry in some way, but I am glad to see Archery getting some attention. I would also second giving Archery its own ranged dps toggle/form, though that'd prob take some widening of a mechanic w/in the set (like more things that could Disorient or Root, and then make the toggle proc off of that).
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • leuchadegoutiereleuchadegoutiere Posts: 136 Arc User
    edited May 2021
    I'm sceptical about Focused Shot applications. I don't see a lot of fight (if any) which, at the same time, last long enough to benefit from its buff AND doesn't damage/knock you : Ape/Nightmare Colossus : DoT, bubble. Vikorin/Kiga : DoT all along, Regular mobs : die straight away. Villains : hits you before they die, etc.

    Though I really would like the ability to chose from either a charge or a maintain power as main attack. I miss Unarmed revamp with its 4-5 different viable main attacks.

    Focused Shot
    Remove the interruption from Damage ? Or make it a regular charged power, with scaled damage ? Current state make it an opener, but its inate advantage yells "make me your main attack", which is impossible with the interruption from damage. You've to make up your mind, because it can't be both.
    Post edited by leuchadegoutiere on
    @Leucha - Cascade, Praise, Gluh, Sanglots, Chernozem, Saadhaka, Ralsershei, La Lice, Cardinale and so on
  • terminatorxiiterminatorxii Posts: 51 Arc User

    Suggestion
    Fair Game and its Graceful Shots Advantage
    • Allow the Lithe buff it grants when you defeat a target to scale to a higher rank if you've got rank 2 or 3 Thundering Kicks.
    Reason for this suggestion
    • If you apply the Lithe buff using rank 2 or 3 Thundering Kicks then you defeat a target while Fair Game is active your rank 2 or 3 Lithe buff that is still active will be replaced with a rank 1 Lithe buff thus lowering your dodge chance which isn't ideal if you intend to use Fair Game with Graceful Shots Advantage and Thundering Kicks rank 2 or 3 together.

    Suggestion
    Straight Shot and its Split the Arrow Advantage
    • Allow for Armor Piercing to be guaranteed to be applied regardless of charge time if the target is affected by Disoriented.

    Suggestion
    Snap Shot
    • Give this power the ability to apply a buff(name suggestion: Marksman Determination) that allows you to charge Focused Shot regardless if you take damage or not while the buff is active and let the buff be consumed when Focused Shot hits your target.

    Suggestion
    Rapid Shots and its Concetraded Shots Advantage
    • Remove the self root and instead make the requirement to activate the higher base damage of 30% be dependant on whether or not the target is affected by Armor Piercing.
    Reason for this suggestion
    • This power(Rapid Shots) is in the same tier range as Assault Rifle which still does slightly more damage than it does rank for rank but still also retains free movement even when you have the Uncompromising Advantage added to Assault Rifle, considering this factor I don't see much reason why Rapid Shots should have its ability to move stripped away from it if you decide to take the Concetraded Shots Advantage.

      The following images show both Rapid Shots and Assault Rifle at rank 3 the same gear, mods, form, passive, and specializations were used.

      unknown.png

      unknown.png
  • terminatorxiiterminatorxii Posts: 51 Arc User
    edited May 2021
    Suggestion
    Storm of Arrows
    • Remove the cooldown and add a similar advantage like that of "Wall of Bullets" that the Bullet Hail power has.
  • spookyspectrespookyspectre Posts: 631 Arc User

    FC.31.20210519.2

    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.

    ​​

    I like this change for applying a stun on partial charge and paralyze on a full charge. This is a clever way to provide more utility for those investing in CC powers/builds <3
  • panthrax77panthrax77 Posts: 309 Arc User
    First off, THANK YOU for finally resuming the power revamps! The community at large very much appreciates them!

    Bug
    The advantage on Rapid Shots does not appear to work at all. It does not root you OR boost damage, at least when used w/ r2 currently.



    Explosive Arrow:
    This power is really feeling weak, weaker than torrent. Damage is mediocre, AoE range is meager, and the advantage doesn't do nearly enough damage to make it worth the delay. As a T3 power it deserves better.

    Suggestion:
    Change the damage to crushing. Significantly increase damage and cost and AoE range on the base power, or apply a cooldown. Make it so the advantage removes the cooldown on the explosion or increase the damage.


    This should make it a viable choice compared to torrent.


    Rapid Shots:
    Nice to see a true alpha strike here but my god is it boring. I appreciate the neutrality in theme but it's so unexciting right now.


    Suggestion:
    Consider adding literally anything to make this power more exciting: animation change, special effects, a sound effect change, some sort of bonus condition or debuff? Anything??



    Sonic Arrow:
    While I love the cc changes, I know lots of folks who like using Sonic Arrow for damage in archery and sonic builds. It could really benefit having an advantage.

    Suggestion:
    3pt Adv: Remove Paralyze, Stun and cooldown. Boosts damage by 30%


    Overall, fantastic changes!
  • I don't really have any crazy suggestions but,

    Sonic Arrow is legit the only good power in archery, unless you're buffing the damage of all the powers and not just fixing the damage on torrent of arrows. Then the cooldown is a no no from me.

    Also self roots on archery is a no-no. that sets movement is what made it more fun than the others.
  • vonqballvonqball Posts: 923 Arc User
    Not sure if this qualifies as a bug, but we really need clearer power descriptions in this game.
    Confusing charge and activation time info
    Focused Shot and Taser Arrow power descriptions are misleading/confusing
    Focused Shot is listed as 1-4 seconds, while Taser arrow is listed as 0.5-2.5 seconds. They both must be fully charged, so this doesn't really make sense


    Fair game is a fun idea, but the on-kill trigger has proven to be a horrible idea. I felt a bit of hype when I heard lithe could be triggered by a ranged power... but this is Aspect of the Machine all over again. Can we not go back to the well of proven failed ideas please?
    Fair game need to have it's trigger changed or be given an additional trigger.
    Add lithe buff to snap shot combo. Finishing the combo grants lithe. OR give fair game and additional trigger.. completing a ranged combo maybe?


    I'm not sure what the idea is for focused shot. A short term charge decrease on a power that is interrupted by any damage? Wut?! How do you see this being used?
    Focused shot makes no sense in it's current form.
    Remove the "any damage interrupts" from this power. You have a penalty for being damaged on the power trait... you don't need to double-dip


  • redcastle56redcastle56 Posts: 133 Arc User
    I assume the Marksman AT is going to get a rewrite? What is that going to look like. Might give us a better idea of how the Dev's see the new powerset being used?
  • panthrax77panthrax77 Posts: 309 Arc User
    edited May 2021
    I know it's bugged now, so it's difficult to get a feel for focused shot's real potential. It's an interesting concept and one that provides a very different challenge to the rest of the DPS strategies in the game. Obviously there's some circumstances it can never be useful for like Kiga, where damage is constant and unavoidable. But it has potential for other cosmics and plenty of other fights too. I'd like to see the concept of it to be avoiding damage rather than accepting defeat when a cosmic bubble pops up. So I have a couple suggestions on how to make it a bit more viable across the game's content.

    [color="#4a86e8"]Suggestions for Focused Shot:Make it so if you dodge an attack, Focused Shot is still interrupted, but the debuff is not removed. This can put some emphasis in building for dodge on a DPS, though puts your fate in the hands of RNG[/color]

    OR

    [color="#4a86e8"]Consider a threshold of damage that must be taken in order for focused shot's stacks to be removed. This could make it so that blocking small attacks or getting hit by certain DoTs won't ruin this power's viability completely. This threshold can still be small but can also allow for some use on tanks even, with some clever building.[/color]

    Just some ideas at least.

    Edit: color codes not working on mobile atm. Will fix this later >_<
    Post edited by panthrax77 on
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    edited May 2021
    I don't really have any crazy suggestions but,

    Sonic Arrow is legit the only good power in archery, unless you're buffing the damage of all the powers and not just fixing the damage on torrent of arrows. Then the cooldown is a no no from me.

    Also self roots on archery is a no-no. that sets movement is what made it more fun than the others.

    It's a bit disappointing. Overall it feels as if the Trickster/Control powers element of Archery has been nerfed to normalise damage with other sets. That makes it much less interesting than before. I was perfectly happy to trade damage for utility.

    Main thoughts:


    Suggestion
    Concussive Arrow / Sonic Arrow
    Add - Concussive Arrow: This is a revised, mid range version of the existing Tier I Sonic Arrow attack. 50ft range, 3 targets max, fast charge, utility damage, has chance to stun on Charge. Damage is split between Piercing and Crushing Damage.
    Adv: Applies Disorient on a full Charge.
    Adv: Roots all targets hit

    Concussive Arrow is a mid-range combat utility power, locking down foes before you pick them off at range.

    Suggestion
    Sonic Arrow: CC Power. 10 Second Cooldown. Paralyzes targets (duration based on charge time). Substantial Damage. Applies Deafening on a full charge.

    Why? the new Sonic Arrow Power is interesting, but the value of anything other than a full charge attack is limited. There are plenty of powers which will do more damage, apply stun effects faster, and which don't have a high cooldown (Condemn, etc). Sonic Arrow should be about long term holds and Sonic power synergies. Speaking of which...


    Suggestion
    Explosive Arrow
    Knock Up power to act as land mine/ synergy with new CC Powers
    Remove Fire Damage Effects, replace with Sonic Damage
    ADV: Where's the Kaboom? - AOE Knock Up / Damage effect after initial target is hit. Initial single target damage is intended to draw enemies over the land mine type explosion coming in 3 seconds or so.
    Add ADV: Flashbang - Bonus Damage against targets affected by Deafening

    CO is the only place in existence where land mines are *fun*. More of this sort of thing, please.



    Suggestion
    Revise Fair Game Conditions

    I know it's the old Quarry advantage but it needs to be easier to proc, especially in boss/single target fights



    Suggestion
    Add Medicine Bow Power

    Ranged Conviction, basically. 50 ft range, Single target heal, adds temporary health and a moderate heal. 10-15 second cooldown.


    Suggestion
    Add Toxic Arrow Power

    Single target debuff, adds Deadly Poison debuff with chance to Stun/Root when multiple stacks added. Synergises with Gas Arrow.




  • theravenforcetheravenforce Posts: 7,065 Arc User
    Change to Focused Shot has just given it something in addition to the base damage, in the same way Sniper Rifle had "stun" and damage.

    Focused Shot now has "charge time reduction" and damage.

    They are pretty much equal now, so it is unlikely Focused Shot will get anything without Sniper Rifle being improved also.

  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    I've used sniper rifle at cosmics, other than Kiga it's doable but not very impressive for damage, so the same should work for focused shot.
  • panthrax77panthrax77 Posts: 309 Arc User
    Change to Focused Shot has just given it something in addition to the base damage, in the same way Sniper Rifle had "stun" and damage.

    Focused Shot now has "charge time reduction" and damage.

    They are pretty much equal now, so it is unlikely Focused Shot will get anything without Sniper Rifle being improved also.

    That's true, but at the same time, it's arguable that both can easily be alternative alpha strikes for endgame content, and both could use just a little help to see them work well in that regard.
  • marvimarvi Posts: 13 Arc User
    Can we also add a visual change? So having a power colour changing would actually affect it more, as its just physical object that goes by quite fast, why not add a trail that get thicker each rank etc like most ranged attacks do, and if somehow technically possible like a "crossbow, or hand bow style would change animations for the powerset, would like to have kinda like shooting from hands secret crossbow hidden in gloves kinda thing"
  • vonqballvonqball Posts: 923 Arc User
    I agree that there is a lack of "punch" to the visuals. A number of the attacks look so similar to one another that I had to look at my powertray to remember which one I was currently using. Rapid Shots doesn't look terribly "rapid" considering this is a superhero game. Maybe speed up the animation, or change the name to "consecutive normal shots".
  • avianosavianos Posts: 6,021 Arc User
    I also would like to see the Cooldown getting removed from Storm of Arrows and Sonic Arrow
    So far I understand this is a first draft and some powers' true Damage potential wont show until the following week!

    and that being said, my complains and concerns with this update I noticed so far
    • A lot of Crowd Control powers were sacrified for the sake of focusing more on DPS
    • NERFING SONIC ARROW and giving it a Cooldown!? Horrible idea! This is the main focus power of my builds!
      Giving it a Sonic-Debuff won't help its own DPS because the balance between activation and CD cuts it!
      If you don't plan to remove the CD from this power and having it exlusively on Crowd Control role! The please consider my previous post
      I suggest once again to make a Replica power of Sonic Arrow but without the Crowd Contro focusing on damage and Disorientedl! That way we can utilize the Sonic-Debuff and give a new power for Sonic-damage dps to play with
    • Explosive Arrow feels pointless now
    • There is a lot of Nothing-Burger going on with the Archery's ADVs and Synergies with other powerframes except really selectred few! It feels bland
      • Disoriented? again? This gives no synergy with other powerframes except Telepathy! There is no special interaction between Disoriented targets and Archery neither like Might's Hurl!
        You can have it that some powers have secondary effects against targets under Disoriented debuff
      • Fire is here because... of course it is, every powerframe has more synergy with fire than fire itself
        Seriously I love elemental builds, but Fire is the spoiled child right now, getting more synergies everywhere while ICE is being stuck with some underwelming powers (Ice Burst and Snow storm) and only 1 power to apply Hard Frost
      • Superconductor on Laser Arrow is good, more access to Electric Debuff! At least Electricity got some love
      • Bleed ADV on Caltrops and that's it! Bleed on a Melee-Trap power!
        Consider it's Archery we are talking about I was expecting more power to have access to Bleeding effects because you literally stab people from afar! Disorienting them is the least thing Im expecting
    • Focused Shot becoming useless for a big chunck of the endgame content and unsable on tanks
    • Bland Visuals on Focused Shot and Rapid Shots!
    • Fair Game being unreliable self healing and useless on endgame bosses
    ​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
  • squirrelloidsquirrelloid Posts: 869 Arc User
    Archery is too weak, so let's nerf archery powers! Why?

    FC.31.20210519.2

    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.

    The problem with archery and debuffs has always been that archery splashes so many different damage types. Having a way to apply armor piercing in-set doesn't help all those archery powers that have half their damage in an alternate type. Increasing archery damage for the next 2 hits was arguably much better for the powerset than a resistance debuff that only applies to some of the sets damage types (and the powerset was still weaksauce with that).
    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.

    Why are we nerfing Taser Arrow? Makes no sense. Fortunately the primary use of taser arrow in the game was paralyzing hearts at Qwyjibo, for which you wanted a full charge anyway to guarantee the paralyze, so still fine at its primary use. You're just removing any chance it'll ever be used for anything else.
    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.
    ​​

    A cooldown on sonic arrow? Really? Why... It was already a terrible power that only got used on crowd controllers. That it had no cd, and only stunned on a full charge, were features. Those two changes are going to ensure i never use it again. The only thing that would make me even consider this power now are if the AoE increased to at least 15', so it was a viable bridge power for kiga's dogs.
  • squirrelloidsquirrelloid Posts: 869 Arc User
    panthrax77 wrote: »
    Change to Focused Shot has just given it something in addition to the base damage, in the same way Sniper Rifle had "stun" and damage.

    Focused Shot now has "charge time reduction" and damage.

    They are pretty much equal now, so it is unlikely Focused Shot will get anything without Sniper Rifle being improved also.

    That's true, but at the same time, it's arguable that both can easily be alternative alpha strikes for endgame content, and both could use just a little help to see them work well in that regard.

    Neither does enough damage to bother investing in. And I say this as someone who's had a sniper toon since 2011. To justify the massive disadvantages of these powers (must full charge, can't move, can't be hit), they'd need to have the highest base damage in the game... and they don't. Not even close.
  • kaiserin#0958 kaiserin Posts: 3,078 Cryptic Developer

    FC.31.20210519.3
    ​​
  • vonqballvonqball Posts: 923 Arc User
    This rework really seems like it was mailed in. Is there a theme or mechanic that ties this set together? I'm not seeing one.

    Even if the theme of archery is that it's a bunch of different arrow gizmos in a quiver, you could come up with some interesting mechanic for that. Like having powers that apply status effects to the target, and then making powers that do additional damage for each status on the target... or maybe giving archery powers cooldowns, and then having powers that do additional damage/have empowered effects based on the number of powers you have on cooldown.

    Is there a cohesive concept anywhere in here? Where are these spunky new ideas I heard so much about?
  • leuchadegoutiereleuchadegoutiere Posts: 136 Arc User
    edited May 2021
    Is there any chance to make Focused Shot less situational ? (Who knows, maybe they will change their mind about it =) )
    @Leucha - Cascade, Praise, Gluh, Sanglots, Chernozem, Saadhaka, Ralsershei, La Lice, Cardinale and so on
  • leuchadegoutiereleuchadegoutiere Posts: 136 Arc User
    edited May 2021
    Bug

    Sloting Night Warrior, the base charge time of Focused Shot is affected by the passive Charge Speed bonus. However, it doesn't apply on stacks of Total Focus. The charge time is the same with those stacks, whatever is your sloted passive.

    Maybe it also doesn't work with AoAC ?

    Edit : AoAC works on those stacks
    @Leucha - Cascade, Praise, Gluh, Sanglots, Chernozem, Saadhaka, Ralsershei, La Lice, Cardinale and so on
  • kaiserin#0958 kaiserin Posts: 3,078 Cryptic Developer
    Not a bug, it does not stack with other chargespeed reductions.​​
  • theravenforcetheravenforce Posts: 7,065 Arc User
    Feedback on FC.31.20210519.3
    • Rapid Shots now does good damage. Feels good. My only issue is the nocking speed and fire animation speed. Please, please, PLEASE look into copying Storm of Arrows nocking and fire speed animation wise. It seems perfect for it.
    • Storm of Arrows is much better without the cooldown. Thank you.
    • Explosive Arrow...not sure how to feel about this. The explosive damage is okay (5-6kish with a basic set up for WTK adv)
    • Desperate Shot...I desperately need this on LIVE. Great animation
    • Look forward to seeing Snap Shot's updated combo animations soon!
  • ansemthedarkansemthedark Posts: 663 Arc User
    vonqball wrote: »
    This rework really seems like it was mailed in. Is there a theme or mechanic that ties this set together? I'm not seeing one.

    Even if the theme of archery is that it's a bunch of different arrow gizmos in a quiver, you could come up with some interesting mechanic for that. Like having powers that apply status effects to the target, and then making powers that do additional damage for each status on the target... or maybe giving archery powers cooldowns, and then having powers that do additional damage/have empowered effects based on the number of powers you have on cooldown.

    Is there a cohesive concept anywhere in here? Where are these spunky new ideas I heard so much about?

    Because this gone so well already with the TK and TP dots you detonate with the new TP powers back then. And with Congress of Sleeves still one of the worst passives with it.

    Overall I agree, not much seems to be a rhyme or reason in such anymore. See lockboxes like Power Gamer recently with a Tunneling Transformation and Tea Drink emote. No ultimate also again and last lockboxes had several Sidekicks in it also. It is like they make things up as they go all the time now.

    While updates like this are nice, a more tight focus on things would be food for once, why did we need the debuff rework now with archery I say, and rather focused on new powers and rework in general and change debuff later, like you know when we have actually one of each damage type or damage group in each power tree.

    But that would make too much sense, would it? Let us sell those lockboxes rather more quickly and not on the gameplay, while the only two devs (Kael and Kaiserin on stream) or one dev (Kaiserin in general in forum and in game) that talk to people actively not know partly a lot of the game itself, see Kael not knowing Gravitar or so.

    And yes, programming and handling is not comparable to play it, but I would expect some activity and knowledge of the only ones we have at least. I still feel robbed of all the devs that got moved to Star Trek or Neverwinter.
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