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Official Feedback Thread: Hunter Ranger changes

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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    lirithiel said:

    amenar said:


    Hunter Ranger: Feat: Scoundrel Training: No longer affects the damage displayed on the tooltips of your At-Will powers.
    Would someone mind clarifying this one for me please? I don't know what @amenar means by this.
    Sounds like if this feat is active, the tooltips would display higher damage numbers as long as nothing was attacking you, which is misleading.
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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    I still stand on my idea of changing Battle crazed to deflect/deflect severity alone. Survivability right? It helps both PVE and PVP.

    The damage buff isn't what we need.

    And the LS, sure, nice for a beginner. But once you top it off with the SH LS boon and gear and more it's going to be ridiculous. I want somewhat of a challenge in PVE. Piercing blades and blade storm are additional sources of damage where LS can proc, so it gets out of hand quickly. I only use the 5% boon and have no issue surviving mid tier HEs in IWD. LS stacking should just remain part of what a SW is capable of.
  • danielpreece90danielpreece90 Member Posts: 14 New User
    edited July 2016
    Ermm

    Aimed shot now reduce cooldown of skills.. Thats cool and all.... But with its LONG cast time.... The buff to reduce cooldown doesnt cut it i mean aimed shot feels like 3 sec to do each shot it might be even 2 sec

    But yeah if u want to pigeon hole archery around "aimed shot" u need ti drastically reduce the cast time.... Or make the rewards much higher to make aimed shot even worth it

    Currently players will not use aimed shot due to its lengthy cast time also doing encounters whilst in aimed shot animation is super clunky not to mention its broken...

    Aimed shot bugs out when cast and the target is dead... It will continue to cast and stop u cannot move to cancle it... But instead u have to use shift to cancle the animation as it locks u into place which is a bad design

    But yeah... If u want archery to focus on aimed shot.... U need to make it better then rapid fire, and split shot... Else players will not take it

    To make aimed shot better u will need do make these changes

    -reduce cast time by half
    -increase damage per rank rather then reduce cast time
    -make it pierce targets or apply a bleed effect which stacks per shot when crit

    Adding cooldown reduction to a feat which force players to use aimed shot now... U will face a big backlash .. because no one likes using aimed shot currently due to how it works


    Currently my loadout for archery is

    At wills
    -rapid fire
    -split Shot
    -electro shot (because split shot range pull more then u want to so this is the safer alternative but much weaker in terms of damage)

    Encounters
    - binding arrow / constriction arrow (multi adds)
    - longshot (bosses)
    - thornward (bosses)
    - cordon arrow (multi adds)
    - rain of arrows (boss/multi adds)

    Dailies
    -seismic shot (multi adds)
    -disruptive (bosses)

    Passives
    -Stormstep action (bosses)
    -twin blade storm (multi adds)
    -seekers vengence (bosses)
    - aspect of the pack (group buff)

    -aspect of the lone wolf (solo)


    So yeah why would i want to use any other skills apart from these for archery??

    - Commanding shot dimished entirely once u have the armor pen cap

    - aimed shot is too slow and is dangerous to use and the reward for using it aint that great

    - aspect of the falcon/serpent is never used


    Its just yeah..... The rest of the skills is extreamly lack luster even tried ambush/bear trap was still extreamly lack luster

    So yeah if u want archery to be strong again or pigeon hole us into using aimed shot... U need to make passives and encounters work around with using aimed shot... Else it would not work at alll players will pick the new paragon and still use split shot and rapid shot and ignore the aimed ahot cooldown reduction lol


    With the rotation i barely have time to even get off several encounters off to even be using aimed shot

    Im currently sitting at 65% crit 60% cooldown reduction (int based)

    And my rain of arrows is down to 10 seconds and my others is 12sec... When chained together i do not have room to even weave in aimed shots i maybe can get 1-2 aimed shots off before im back to chaining my encounters

    Multi adds chain

    Cordon arrows > rain of arrows > cordon arrow > contricting arrow >split shot > repeat


    Single target

    Longshot> thornward > rain of arrows > rapid fire (opener)

    Prority
    >Longshot > rain of arrows
    > Disruptive shot on cooldown (6sec cooldown)
    > Keep thorn ward up
    > Rapid fire between disruptive shots cooldown

    I have taken gain more action point perks so i can keep using disruptive shot... But yeah i dont have time time to weave in aimed shot at all... If i use aimed shot it will ruine the flow of my attack chains
    Post edited by danielpreece90 on
  • ralexinorralexinor Member, NW M9 Playtest Posts: 576 Arc User
    amenar said:

    Hey all, another small list of upcoming changes:

    • Hunter Ranger: Feat: Battle Crazed: Now grants bonus melee damage with every stack as well. Duration increased to 6s, up from 3s.
    • Hunter Ranger: Feat: Hasty Retreat: Now also increases your movement speed by a small amount at all times, in addition to the existing proc effect.
    • Hunter Ranger: Feat: Unflinching Aim: Aimed Shot now reduces the CD of your currently recharging Encounter powers (no longer just Ranged powers) by 0.2/0.4/0.6/0.8/1.0s (up from 0.1/0.2/0.3/0.4/0.5s).
    • Hunter Ranger: Feat: Longshot: Damage dealt by this feat increased to 20/40/60/80/100% of Weapon Damage, up from 10/20/30/40/50%. In addition, this is now actually Piercing damage, instead of having an undocumented feature of behaving somewhat like Piercing damage.
    • Hunter Ranger: Feat: Scoundrel Training: No longer affects the damage displayed on the tooltips of your At-Will powers.
    • Hunter Ranger: Feat: Lucky Blades: When Lucky Blades is triggered, it now also increases your Encounter power damage by 3/6/9/12/15%.
    • Hunter Ranger: Feat: Lucky Blades: Tooltip properly reports a 6s duration, instead of listing 4s.
    Nice, I was going to post the Longshot issue last night but got lazy and went to bed. It also had strange interactions with buffs and skill damage, although by your wording this additional issue seems to be fixed, but I'll go test it when the patch is on preview.

    Just a few notes:

    You seem to shoehorning Archery into using Aimed Shot. The skill already doubles the damage of Rapid Shot without any drawbacks now (before you were getting hit), so there's no sense in using at-wills other than Aimed Shot now.

    FEEDBACK: change the cooldown portion of Unflinching Aim to: "Activating an encounter or at-will that critically strikes your enemies now reduce the cooldown of your currently recharging Encounter powers by 0.5s". This makes at-wills other than Aimed Shot, at the cost of DPS because Aimed Shot the go to at-will for DPS now, so there's a tradeoff if you want cooldowns or damage. This is actually similar to an old HR feat from Module 2-3 before the class was reworked called Prime Critical - "When you crit, your Encounter cooldowns are reduced by 0.5s" was the tooltip for that feat. Ideally, similar functionality is nice but I think it should only activate once per skill.

    I also want to make a point about Stillness of the Forest. It's very clunky to use effectively, almost downright impossible in PvP as well, and counter-productive in parties because you need to be close to members for buffs.

    FEEDBACK: reduce or remove the range penalty for Stillness of the Forest. Additionallty, increase the damage portion of the feat; 10% is paltry, especially for a T5 feat.

    Lastly, I want to re-emphasise one of my earlier points, notably Swiftness of the Fox now procing on at-wills. This will be extremely problematic in PvP and will allow perma-dazes once again (that was fixed with the bugfix you did). This is my suggestion:

    FEEDBACK: Swiftness of the Fox should only proc on Encounters in PvP.
  • danielpreece90danielpreece90 Member Posts: 14 New User
    > @ralexinor said:
    > Just a few notes:
    >
    > You seem to shoehorning Archery into using Aimed Shot. The skill already doubles the damage of Rapid Shot without any drawbacks now (before you were getting hit), so there's no sense in using at-wills other than Aimed Shot now.
    >
    > FEEDBACK: change the cooldown portion of Unflinching Aim to: "Activating an encounter or at-will that critically strikes your enemies now reduce the cooldown of your currently recharging Encounter powers by 0.5s". This makes at-wills other than Aimed Shot, at the cost of DPS because Aimed Shot the go to at-will for DPS now, so there's a tradeoff if you want cooldowns or damage. This is actually similar to an old HR feat from Module 2-3 before the class was reworked called Prime Critical - "When you crit, your Encounter cooldowns are reduced by 0.5s" was the tooltip for that feat. Ideally, similar functionality is nice but I think it should only activate once per skill.
    >


    >.> I see a problem with that already just make sure to use rain of arrows or thornward last.... And bam all ur cooldowns would come back as they are multiple hit encounters >.>
  • ralexinorralexinor Member, NW M9 Playtest Posts: 576 Arc User

    > @ralexinor said:

    > Just a few notes:

    >

    > You seem to shoehorning Archery into using Aimed Shot. The skill already doubles the damage of Rapid Shot without any drawbacks now (before you were getting hit), so there's no sense in using at-wills other than Aimed Shot now.

    >

    > FEEDBACK: change the cooldown portion of Unflinching Aim to: "Activating an encounter or at-will that critically strikes your enemies now reduce the cooldown of your currently recharging Encounter powers by 0.5s". This makes at-wills other than Aimed Shot, at the cost of DPS because Aimed Shot the go to at-will for DPS now, so there's a tradeoff if you want cooldowns or damage. This is actually similar to an old HR feat from Module 2-3 before the class was reworked called Prime Critical - "When you crit, your Encounter cooldowns are reduced by 0.5s" was the tooltip for that feat. Ideally, similar functionality is nice but I think it should only activate once per skill.

    >





    >.> I see a problem with that already just make sure to use rain of arrows or thornward last.... And bam all ur cooldowns would come back as they are multiple hit encounters >.>

    What part of "activate an encounter or at-will" and "activate once per skill" don't you understand?

    I'm well aware of potential issues like that, just like it was with Trapper's Swiftness of the Fox, hence why I suggested it activate once per skill or upon activation. If it activates once per skill it's fine, or you can even change it to only activate on at-will crits (CA and Aimed Strike don't count as at-will strikes after the first hit since they're considered dots as of the last few patches; Aimed Strike is already a dot and not a primary hit, CA seems to have been changed to that on one of the more recent notes that aren't on preview yet).

    Please read before commenting, thanks.
  • danielpreece90danielpreece90 Member Posts: 14 New User
    edited July 2016
    Thats even worst D: as archery u have 0 means to go into melee stance

    oviously u wont be able to reduce the last encounter as u just used it so it gains 0 effect from the feat

    Lets put ur idea into play as a archer

    Long shot > thorn ward > rain of arrows

    1 sec for long shot (from thornward and rain of arrows)
    0.5 sec for thorn ward (from rain of arrows)
    0 for rain of arrows (no gains)

    Now u wont be switching to melee as archer as melee stance gains 0 benefit from our feats since it all requires to be in ranged stance

    We dont need more cooldown reduction as archery im already at 60% and when patch comes out my rain of arrows will be 9 seconds....

    For archery we need a DOT to keep things going whilst we setting up or using aimed shot when our skills are on cooldown we are using rapid fire....or splitshot....but now we be using aimed shot for the "filler" and this where the problem begins

    Whilst using aimed shot have no consistant damage going on between shots once all our encounters are on cooldown... Also if ur like me with high recharge (thanks to stacking intellect) u wont be using aimed shot at all since u have low cooldowns to begin with

    We dont need cooldown reduction we need some sort of DoT to keep things going whilst casting or setting up
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    This whole trying to force archery into single target is a huge issue. Archery needs other options than stand still in the middle of a HE and risk being murdered trying to shoot off single target shots. Aimed shot and Hawk Shot are not useful for these kinds of situations.
  • danielpreece90danielpreece90 Member Posts: 14 New User
    edited July 2016
    > @ghoulz66 said:
    > This whole trying to force archery into single target is a huge issue. Archery needs other options than stand still in the middle of a HE and risk being murdered trying to shoot off single target shots. Aimed shot and Hawk Shot are not useful for these kinds of situations.

    I agree this is why no one uses aimed shot hawkshot and commanding shot... As it lead to death

    And the only way to STOP the animation of these shots is to SHIFT to break the animation... Other wise it locks u into place

    Hawkshot = long draw animation
    Aimed shot = long draw animation
    Commanding shot = long draw animation (cool stag though)
    Rain of arrows = long volly animation

    Archery suffers a lot due to being rooted by an animation which if a boss or a monster drops an aoe circle u got 2 options

    1 - let the animation kill u
    2 - Shift to break the animation to live
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  • danielpreece90danielpreece90 Member Posts: 14 New User
    edited July 2016
    Me personally would turn aimed shot into an encounter and switch it for hawk shot.....cause damn hawkshot is sooo bad..... And just rename aimed shot into piercing shot which shoots through targets

    Then make a brand new At willl for HR .... Cause lets face it who even uses aimed shot or aimed strike anyway xD?
  • ralexinorralexinor Member, NW M9 Playtest Posts: 576 Arc User
    edited July 2016

    Thats even worst D: as archery u have 0 means to go into melee stance



    oviously u wont be able to reduce the last encounter as u just used it so it gains 0 effect from the feat



    Lets put ur idea into play as a archer



    Long shot > thorn ward > rain of arrows



    1 sec for long shot (from thornward and rain of arrows)

    0.5 sec for thorn ward (from rain of arrows)

    0 for rain of arrows (no gains)



    Now u wont be switching to melee as archer as melee stance gains 0 benefit from our feats since it all requires to be in ranged stance



    We dont need more cooldown reduction as archery im already at 60% and when patch comes out my rain of arrows will be 9 seconds....



    For archery we need a DOT to keep things going whilst we setting up or using aimed shot when our skills are on cooldown we are using rapid fire....or splitshot....but now we be using aimed shot for the "filler" and this where the problem begins



    Whilst using aimed shot have no consistant damage going on between shots once all our encounters are on cooldown... Also if ur like me with high recharge (thanks to stacking intellect) u wont be using aimed shot at all since u have low cooldowns to begin with



    We dont need cooldown reduction we need some sort of DoT to keep things going whilst casting or setting up

    Okay, please READ. Read carefully before posting.

    Firstly, the proposed feat would also activate off at-wills, not just encounters. I'm saying this because currently the feat only activates off Aimed Shot, which somewhat forces Archery HRs to use that at-will only, since it not only is the highest DPS at-will now with no drawbacks, it also reduces cooldowns, making it doubly better than any other at-will Archery HRs could use. The feat I'm proposing would mean that while other at-wills won't be as good as Aimed Shot still, you can reduce your cooldowns faster even if you do less damage, so you can choose between damage or cooldowns in that case, which adds diversity to playstyles and builds.

    Also what on earth are you talking about with needing a DoT? Aimed Shot does twice or thrice the damage that Rapid Shot does in the same time, and the cast time has yet to be reduced on Preview so it's still a 2.25s cast time, which is being reduced to 1.5s. Aimed Shot has always been one of the highest dps ranged at-wills we've had, but it's always been off-set by being cancelled when taking damage - i.e. drawbacks. The at-will has no drawbacks now, so it's hands down the best at-will Archery has by a long margin, at least for single target. Consistent DPS is a misnomer, all that matters is how much damage you do over a single fight, and I can guarantee you - in the same time you're poking away at a target with Rapid Shot for "consistent damage", I'll have doubled or tripled your damage with Aimed Shot.

    To put this in perspective, my Rapid Shot crits on preview do about 10-15k damage, while Aimed Shot does 90-120k. And I'm pretty sure you can get in only around 2-3 Rapid Shots in on Aimed Shot, and this is also before the cast time decrease, where Rapid Shot will fall even further behind.
  • danielpreece90danielpreece90 Member Posts: 14 New User
    edited July 2016
    @relexinor

    Sure aimed shot deals high damage i already know that but it have more drawbacks then ur listing

    - animation lock
    - cast time
    - clunky to use encounters

    With rapid fire im back in the motion before u can even begin to recast or reposition urself for more aimed shots which is its mega draw back and this is in pve.....in pvp yeah dead archer xD

    For example

    Boss throws aoe under ur feet... For aimed shot u need to cancle the animation with shift and get into a safe spot and recast ur aimed shot

    With rapid fire i can shoot shift shot shot shot before u able to get back into casting aimed shot

    Aimed shot is good only if u can garentee to not be attacked cause u loose ur crit buff which drops the damage also against any aoe base attacked u have to move... Aimed shot have more downtime then uptime

    Which rapid fire have more uptime then downtime compared to aimed shot.... In a fight of 5 mins rapid fire will out damage aimed shot by quite abit because there is no wind up time to get back into the flow

    But yeah vs a training dummy... Aimed shot wins

    In a real time event vs the game... Rapid fire outright stomps aimed shot

    1 movement away from dodging an AOE attack means u lost 3seconds worth of aimed shot because u had to cancle ur first aimed shot to dodge 1.5sec downtime.... And need to recast aimed shot again another 1.5sec downtime ... So u lost 3 sec which is 2 aimed shots... Atless with rapid fire u can use it when dodging

    So the more dodges u need to do the more and more rapid fire is creeping up to ur aimed shot damage and eventually over taking aimed shot say u dodge 7x in 1 minute...thats 21 seconds downtime for using aimed shot over rapid fire
  • kaudilhokaudilho Member Posts: 70 Arc User

    image





    I found this video of a combat HR. Seems to be from mod 7. He seems to do OK damage then.

    Kiryusha was good hr, but on this video he's killing weak players.
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  • vteasyvteasy Member Posts: 708 Arc User
    edited July 2016
    metalldjt said:

    just a friendly reminder, when the changes will go on preview shard, please test those piercingdamage feats and see if they multiprocc or not, we dont want to end up gettin killed and ask for nerfs to hr ^^ , better have it work in a one go.

    hopefully HR still cannot kill you after this buff therefore you won't have to ask for nerfs. let us know if any other class is able to kill you so that we can make sure they are nerfed :p
  • genjundeadgenjundead Member Posts: 372 Arc User

    Me personally would turn aimed shot into an encounter and switch it for hawk shot.....cause damn hawkshot is sooo bad..... And just rename aimed shot into piercing shot which shoots through targets



    Then make a brand new At willl for HR .... Cause lets face it who even uses aimed shot or aimed strike anyway xD?

    i do and i really love the dot from aimed strike and i spam aimed shot on bosses and i don't die like others have said. its about standing in spots where aoe's don't appear or don't appear often
  • genjundeadgenjundead Member Posts: 372 Arc User
    ralexinor said:

    Thats even worst D: as archery u have 0 means to go into melee stance



    oviously u wont be able to reduce the last encounter as u just used it so it gains 0 effect from the feat



    Lets put ur idea into play as a archer



    Long shot > thorn ward > rain of arrows



    1 sec for long shot (from thornward and rain of arrows)

    0.5 sec for thorn ward (from rain of arrows)

    0 for rain of arrows (no gains)



    Now u wont be switching to melee as archer as melee stance gains 0 benefit from our feats since it all requires to be in ranged stance



    We dont need more cooldown reduction as archery im already at 60% and when patch comes out my rain of arrows will be 9 seconds....



    For archery we need a DOT to keep things going whilst we setting up or using aimed shot when our skills are on cooldown we are using rapid fire....or splitshot....but now we be using aimed shot for the "filler" and this where the problem begins



    Whilst using aimed shot have no consistant damage going on between shots once all our encounters are on cooldown... Also if ur like me with high recharge (thanks to stacking intellect) u wont be using aimed shot at all since u have low cooldowns to begin with



    We dont need cooldown reduction we need some sort of DoT to keep things going whilst casting or setting up

    Okay, please READ. Read carefully before posting.

    Firstly, the proposed feat would also activate off at-wills, not just encounters. I'm saying this because currently the feat only activates off Aimed Shot, which somewhat forces Archery HRs to use that at-will only, since it not only is the highest DPS at-will now with no drawbacks, it also reduces cooldowns, making it doubly better than any other at-will Archery HRs could use. The feat I'm proposing would mean that while other at-wills won't be as good as Aimed Shot still, you can reduce your cooldowns faster even if you do less damage, so you can choose between damage or cooldowns in that case, which adds diversity to playstyles and builds.

    Also what on earth are you talking about with needing a DoT? Aimed Shot does twice or thrice the damage that Rapid Shot does in the same time, and the cast time has yet to be reduced on Preview so it's still a 2.25s cast time, which is being reduced to 1.5s. Aimed Shot has always been one of the highest dps ranged at-wills we've had, but it's always been off-set by being cancelled when taking damage - i.e. drawbacks. The at-will has no drawbacks now, so it's hands down the best at-will Archery has by a long margin, at least for single target. Consistent DPS is a misnomer, all that matters is how much damage you do over a single fight, and I can guarantee you - in the same time you're poking away at a target with Rapid Shot for "consistent damage", I'll have doubled or tripled your damage with Aimed Shot.

    To put this in perspective, my Rapid Shot crits on preview do about 10-15k damage, while Aimed Shot does 90-120k. And I'm pretty sure you can get in only around 2-3 Rapid Shots in on Aimed Shot, and this is also before the cast time decrease, where Rapid Shot will fall even further behind.
    +1
    i agree with you ralexinor.
  • genjundeadgenjundead Member Posts: 372 Arc User

    @relexinor



    Sure aimed shot deals high damage i already know that but it have more drawbacks then ur listing



    - animation lock

    - cast time

    - clunky to use encounters



    With rapid fire im back in the motion before u can even begin to recast or reposition urself for more aimed shots which is its mega draw back and this is in pve.....in pvp yeah dead archer xD



    For example



    Boss throws aoe under ur feet... For aimed shot u need to cancle the animation with shift and get into a safe spot and recast ur aimed shot



    With rapid fire i can shoot shift shot shot shot before u able to get back into casting aimed shot



    Aimed shot is good only if u can garentee to not be attacked cause u loose ur crit buff which drops the damage also against any aoe base attacked u have to move... Aimed shot have more downtime then uptime



    Which rapid fire have more uptime then downtime compared to aimed shot.... In a fight of 5 mins rapid fire will out damage aimed shot by quite abit because there is no wind up time to get back into the flow



    But yeah vs a training dummy... Aimed shot wins



    In a real time event vs the game... Rapid fire outright stomps aimed shot



    1 movement away from dodging an AOE attack means u lost 3seconds worth of aimed shot because u had to cancle ur first aimed shot to dodge 1.5sec downtime.... And need to recast aimed shot again another 1.5sec downtime ... So u lost 3 sec which is 2 aimed shots... Atless with rapid fire u can use it when dodging



    So the more dodges u need to do the more and more rapid fire is creeping up to ur aimed shot damage and eventually over taking aimed shot say u dodge 7x in 1 minute...thats 21 seconds downtime for using aimed shot over rapid fire

    if their are aoe's under your feet that is your fault when i choose a spot to stand for a boss fight i don't move and shoot my aimed shot. sure their are aoe's that kill you but those never target near me, i end up standing still the entire boss fight shooting high damage arrows.

    step one of archery build find a spot you know where you are safe step two shoot arrows till boss dies. the healer and tank should be pulling all the threat. and if an aoe is near you or under your feat, pay attention to the boss and figure out if that attack will one shot you or do some damage; the healer will keep you alive in most cases. if the attack is a one shot and its gonna hit you dodge once and start spamming arrows again, time your dodge so that you are immune to that one shot attack.

    i shouldn't be the only one doing this simple easy strategy.
  • zerappuszerappus Member Posts: 138 Arc User
    The Developers want to give Archers a sorely needed single target burst damage dealer in Aimed Shot. But as i've mentioned many times before, due to the way NW mobs are structured (mostly 3-5 clumps), using Aimed Shot as the main single target at-will is prohibitive.

    In a normal Archery situation, these group of mobs are collapsing on you. Your encounters are on cooldown. What are the options?:

    1) Dodge + Rapids Shot until Encounters are useable again = Sure damage + HP is preserved + positioning is preserved for Marauder's Escape or DPS encounters.

    2) Hold the ground and fire Aimed Shot while taking hits = Higher damage only if it crits + Losing 30% of HP (60-80% if mobs are the strong 5 clump) = Will force you to dodge a lot more until your HP is restored or stop to self heal. Either way, it means losing alot of DPS in the process.

    3) Cancel Aimed Shot + Dodge and wait out the encounters = HP preserved but no damage.

    What's the best situational response? It's always 1). That's what the developers should see. The only good use of Aimed Shot is if the target is not hitting back and you can be far away as you can (eg. Dragon Run or Bonus round of Demonic Encounter). I tried the latest Aimed Shot build and it's simply not efficient enough. Worse, if you're trying to drop Cordon or RainofArrow and it starts casting Aimed Shot instead. It's so awkward, dangerous and fatal to a player. It happened to me several times.

    Feedback:

    Split Shot: Something is really off and awful in the new Split Shot. It crits less often on instant/short cast. It's hitting less mobs on many instances. I look at the numbers that fly off the mobs and there's something off here. In Live the numbers are always smooth (3-4 red numbers going up at the same time with the procs following at the bottom). In the preview server, the numbers are wonky and mostly in 2 or 1 reds (sometimes 3) with a bunch of staggered greens).

    Besides, the best, most efficient use of Split Shot is instant cast and not charged. Currently that's not so smooth in Test. Please revert to the old Split Shot model on live. It's so perfect. It's the best Archery at-will as i've mentioned before. The test version is bad. Sometimes at long range or (bad angle?), it only hits one or two mobs at the front with no procs and number is green. The live version of Split Shot already excellent and reliable (never failed me). Why fix something that is not even broken? And please, test it on mob clumps not on dummies.

    The slight damage boost from the slightly faster cast at upper end does not justify it's wonkiness. Compare and contrast Live and Preview Split Shot. It has to be reverted back and just tinker with pure numbers and nothing else.

    Aimed Shot - Make this a single target version of Split Shot. The longer we aim, the higher the damage, but it can also be instantly cast. Otherwise, the invariable casting time makes this unuseful in most situations.

    Hawk Shot - The AOE effect should be slow and not damage. It's not going to be used unless it is given utility as a weak, single target damage dealer (inferior to Aimed Shot at-will to boot).

    The posted changes to Hasty Retreat and LongShot are both steps in the right direction. The focus on Archery should be mostly on the trees now if it were to close the gap with Trappers (it's the only subclass that's often hitting a ridiculous 210-260m damage on live Tiamat).

    Thx for reading and the updates.



  • genjundeadgenjundead Member Posts: 372 Arc User
    zerappus said:

    The Developers want to give Archers a sorely needed single target burst damage dealer in Aimed Shot. But as i've mentioned many times before, due to the way NW mobs are structured (mostly 3-5 clumps), using Aimed Shot as the main single target at-will is prohibitive.

    In a normal Archery situation, these group of mobs are collapsing on you. Your encounters are on cooldown. What are the options?:

    1) Dodge + Rapids Shot until Encounters are useable again = Sure damage + HP is preserved + positioning is preserved for Marauder's Escape or DPS encounters.

    2) Hold the ground and fire Aimed Shot while taking hits = Higher damage only if it crits + Losing 30% of HP (60-80% if mobs are the strong 5 clump) = Will force you to dodge a lot more until your HP is restored or stop to self heal. Either way, it means losing alot of DPS in the process.

    3) Cancel Aimed Shot + Dodge and wait out the encounters = HP preserved but no damage.

    What's the best situational response? It's always 1). That's what the developers should see. The only good use of Aimed Shot is if the target is not hitting back and you can be far away as you can (eg. Dragon Run or Bonus round of Demonic Encounter). I tried the latest Aimed Shot build and it's simply not efficient enough. Worse, if you're trying to drop Cordon or RainofArrow and it starts casting Aimed Shot instead. It's so awkward, dangerous and fatal to a player. It happened to me several times.

    Feedback:

    Split Shot: Something is really off and awful in the new Split Shot. It crits less often on instant/short cast. It's hitting less mobs on many instances. I look at the numbers that fly off the mobs and there's something off here. In Live the numbers are always smooth (3-4 red numbers going up at the same time with the procs following at the bottom). In the preview server, the numbers are wonky and mostly in 2 or 1 reds (sometimes 3) with a bunch of staggered greens).

    Besides, the best, most efficient use of Split Shot is instant cast and not charged. Currently that's not so smooth in Test. Please revert to the old Split Shot model on live. It's so perfect. It's the best Archery at-will as i've mentioned before. The test version is bad. Sometimes at long range or (bad angle?), it only hits one or two mobs at the front with no procs and number is green. The live version of Split Shot already excellent and reliable (never failed me). Why fix something that is not even broken? And please, test it on mob clumps not on dummies.

    The slight damage boost from the slightly faster cast at upper end does not justify it's wonkiness. Compare and contrast Live and Preview Split Shot. It has to be reverted back and just tinker with pure numbers and nothing else.

    Aimed Shot - Make this a single target version of Split Shot. The longer we aim, the higher the damage, but it can also be instantly cast. Otherwise, the invariable casting time makes this unuseful in most situations.

    Hawk Shot - The AOE effect should be slow and not damage. It's not going to be used unless it is given utility as a weak, single target damage dealer (inferior to Aimed Shot at-will to boot).

    The posted changes to Hasty Retreat and LongShot are both steps in the right direction. The focus on Archery should be mostly on the trees now if it were to close the gap with Trappers (it's the only subclass that's often hitting a ridiculous 210-260m damage on live Tiamat).

    Thx for reading and the updates.



    true and i agree soloing as an hr archer can be hard.
    a way to get around this is sue your range encounters then split shot until they are close then use a melee encounter (i know archery gives no help in melee attacks) to root the target then marauders escape and rinse and repeat with range encounters.

    just because archery has no benefit from using melee encounters and that is how it should be, that doesn't mean archery cant use them to their benefit to keep enemies away
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited July 2016
    Soloing with archery.

    Most people usually like to start things off with an AoE to be rid of minions ASAP, then spend their other burst taking care of elites. Aimed shot just feels directed more towards boss killing in a group than being of much use if not a nuisance in solo, less you're some high crit god who doesn't need that extra 25% to land crits day and night.

    I've tried Cordon + Hawk Shot. Seems like a go to setup, but doesn't work too well sadly. They usually start moving again and spread out by the time the thing finally goes off. That's where Hawk Shot sucks a monkey nut in solo. You pop it to start things off, you get swarmed by minions + an extra elite or whichever. Wipe out the minions, you've got something else in your face already...

    Why can't we just get some normal single target burst? Like with the CW and disintegrate?
  • danielpreece90danielpreece90 Member Posts: 14 New User
    edited July 2016
    Deleted
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    amenar said:

    Hey all, another small list of upcoming changes:

    • Hunter Ranger: Feat: Battle Crazed: Now grants bonus melee damage with every stack as well. Duration increased to 6s, up from 3s.
    • Hunter Ranger: Feat: Hasty Retreat: Now also increases your movement speed by a small amount at all times, in addition to the existing proc effect.
    • Hunter Ranger: Feat: Unflinching Aim: Aimed Shot now reduces the CD of your currently recharging Encounter powers (no longer just Ranged powers) by 0.2/0.4/0.6/0.8/1.0s (up from 0.1/0.2/0.3/0.4/0.5s).
    • Hunter Ranger: Feat: Longshot: Damage dealt by this feat increased to 20/40/60/80/100% of Weapon Damage, up from 10/20/30/40/50%. In addition, this is now actually Piercing damage, instead of having an undocumented feature of behaving somewhat like Piercing damage.
    • Hunter Ranger: Feat: Scoundrel Training: No longer affects the damage displayed on the tooltips of your At-Will powers.
    • Hunter Ranger: Feat: Lucky Blades: When Lucky Blades is triggered, it now also increases your Encounter power damage by 3/6/9/12/15%.
    • Hunter Ranger: Feat: Lucky Blades: Tooltip properly reports a 6s duration, instead of listing 4s.
    Ok so pls @amenar read this. Consider some improvement to botomless quiver, with this changes to unflicting aim there is little to no reason to want bottomless quiver in single target.
    I also think some dot appliance on combat tree would be very important to make life steal a more certain way of surviving for combat HR's,

  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User

    amenar said:

    Hey all, another small list of upcoming changes:

    • Hunter Ranger: Feat: Battle Crazed: Now grants bonus melee damage with every stack as well. Duration increased to 6s, up from 3s.
    • Hunter Ranger: Feat: Hasty Retreat: Now also increases your movement speed by a small amount at all times, in addition to the existing proc effect.
    • Hunter Ranger: Feat: Unflinching Aim: Aimed Shot now reduces the CD of your currently recharging Encounter powers (no longer just Ranged powers) by 0.2/0.4/0.6/0.8/1.0s (up from 0.1/0.2/0.3/0.4/0.5s).
    • Hunter Ranger: Feat: Longshot: Damage dealt by this feat increased to 20/40/60/80/100% of Weapon Damage, up from 10/20/30/40/50%. In addition, this is now actually Piercing damage, instead of having an undocumented feature of behaving somewhat like Piercing damage.
    • Hunter Ranger: Feat: Scoundrel Training: No longer affects the damage displayed on the tooltips of your At-Will powers.
    • Hunter Ranger: Feat: Lucky Blades: When Lucky Blades is triggered, it now also increases your Encounter power damage by 3/6/9/12/15%.
    • Hunter Ranger: Feat: Lucky Blades: Tooltip properly reports a 6s duration, instead of listing 4s.
    I also think some dot appliance on combat tree would be very important to make life steal a more certain way of surviving for combat HR's,
    It's already overkill. If you can't survive with the extra 20% LS you're playing really poorly.

  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    ghoulz66 said:



    It's already overkill. If you can't survive with the extra 20% LS you're playing really poorly.

    The hounds in Dreadring for example or a big axe down from the frost giants will take you down for a lifetime, and trapper has and alway had more mobility, it's still the tree that has more survival in my opinion, just need to stack some life stea. I would rather less life steal granted by feat and damage divided in dots.


  • krondhorkrondhor Member, NW M9 Playtest Posts: 150 Arc User

    ghoulz66 said:



    It's already overkill. If you can't survive with the extra 20% LS you're playing really poorly.

    The hounds in Dreadring for example or a big axe down from the frost giants will take you down for a lifetime, and trapper has and alway had more mobility, it's still the tree that has more survival in my opinion, just need to stack some life stea. I would rather less life steal granted by feat and damage divided in dots.

    Sincerely survival is something that Combat tree excel and is better even vs. Trapper, so if you have issues soloing content like Dread Ring, then you have done some build mistake somewhere.
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  • zerappuszerappus Member Posts: 138 Arc User
    Bug: @Amenar and co.

    Aspect of the Falcon - Rank 3 and 4 has similar range in live/test (tested on Aimed Shot, Rapid Shot, Hawkshot, Split Shot on Dread Ring dummies ).

    I was trying to figure out why Split Shot on Preview is very inconsistent/wonky when fast/short casted, especially at range. Normally, Split Shot would only behave and perform poorly like this when Aspect of the Falcon is not equipped (but it is). So I tested AotF. And while it not related to the Split Shot problem (it's fine Live), I noticed Rank 3 and Rank 4 has an exact range limit.

    When I unequip AotF, the range goes down. Is there a hard, upper limit? Then, why do we have a Hunting Hawk companion that gives max bonus at 100', given all those skills have 80' range, with bonuses, should confer +3'+3'+3'+3' = 92' at rank 4. However, Rank 4 and Rank 3 AotF give the same exact upper range to all those skills.

    Please check and clarify, ty.

  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    ghoulz66 said:

    I still stand on my idea of changing Battle crazed to deflect/deflect severity alone. Survivability right? It helps both PVE and PVP.

    The damage buff isn't what we need.

    And the LS, sure, nice for a beginner. But once you top it off with the SH LS boon and gear and more it's going to be ridiculous. I want somewhat of a challenge in PVE. Piercing blades and blade storm are additional sources of damage where LS can proc, so it gets out of hand quickly. I only use the 5% boon and have no issue surviving mid tier HEs in IWD. LS stacking should just remain part of what a SW is capable of.

    +1

    All that Lifesteal is no good if we get dead before we can hit back. Even with 52% Deflect rating (with Lone Wolf included) in melee stance I get pounded on in IWD HEs. Combat needs that Deflect rating we had before the trees were overhauled. The 2.5% Deflect we get from Fluid Hunter isn't nearly enough - even 5% is too low IMO. Combat is TR without stealth. We need to be at least that survivable and we're not even close. Nice to see Archery get some CD reduction but what about Combat? The 0.5% for each dodge is meaningless - 1 sec would be a huge improvement.

    Looking at the other feats, I wonder (devs have the numbers I'm sure) how many Combat HRs use Skirmisher's Gambit? It doesn't belong in the Combat tree. Not. At. All. The only HRs using it were the ones who dipped into the Combat tree for that specifically. I also stand by my point that AP Gain feats are useless for HRs. Our dailies are support at best - we don't rely on them. Every tree has AP Gain feats yet we gain AP faster than any other class by just attacking alone. Why the feats? It's like a Wookiee on Endor - it makes no sense. Streamline our feats to compliment each class (Trapper is just about there already) and the class will be better for it in the end.

    Archery feats that need looking at: Keen Eye, Stillness of the Forest, Predator.

    Combat feats that need looking at: Serpent Weave, Fluid Hunter, Skirmisher's Gambit, Lucky Blades, Wild's Medicine, Battle Crazed, Blade Hurricane.

    Trapper feats that need looking at: Readied Stance (AFAIK this one is bugged as it builds up ridiculous AP with stance switching).
    Our pain is self chosen.

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  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited July 2016

    @relexinor



    Sure aimed shot deals high damage i already know that but it have more drawbacks then ur listing



    - animation lock

    - cast time

    - clunky to use encounters



    With rapid fire im back in the motion before u can even begin to recast or reposition urself for more aimed shots which is its mega draw back and this is in pve.....in pvp yeah dead archer xD



    For example



    Boss throws aoe under ur feet... For aimed shot u need to cancle the animation with shift and get into a safe spot and recast ur aimed shot



    With rapid fire i can shoot shift shot shot shot before u able to get back into casting aimed shot



    Aimed shot is good only if u can garentee to not be attacked cause u loose ur crit buff which drops the damage also against any aoe base attacked u have to move... Aimed shot have more downtime then uptime



    Which rapid fire have more uptime then downtime compared to aimed shot.... In a fight of 5 mins rapid fire will out damage aimed shot by quite abit because there is no wind up time to get back into the flow



    But yeah vs a training dummy... Aimed shot wins



    In a real time event vs the game... Rapid fire outright stomps aimed shot



    1 movement away from dodging an AOE attack means u lost 3seconds worth of aimed shot because u had to cancle ur first aimed shot to dodge 1.5sec downtime.... And need to recast aimed shot again another 1.5sec downtime ... So u lost 3 sec which is 2 aimed shots... Atless with rapid fire u can use it when dodging



    So the more dodges u need to do the more and more rapid fire is creeping up to ur aimed shot damage and eventually over taking aimed shot say u dodge 7x in 1 minute...thats 21 seconds downtime for using aimed shot over rapid fire

    Aimed shot is a situational at-will and trust me, experienced aimed shot user easily out dps rapid shot user despite red circle appearing everywhere or any other situation. And they certainly dont feel clunky with encounter under experience hand. All the comment above shows that u are not an aimed shot user so i suggest u to keep those comment to urself until u fully mastered the use of aimed shot.

    Furthermore i dont agree in ur suggestion to further reduce the charge time on aimed shot. 1st, it will contradict on what u said about "shoehorning Archery into using Aimed Shot". 2nd u might as well make it into another rapid shot as aimed shot completely lost its purpose with its charge time gone or reduce to nothingness.

    Another thing is, i suggest u read back on Ralexinor post closely (which clearly u did not). What he suggest actually benefit more toward other at-will than aimed shot so i see no reason to blaming him for "shoehorning Archery into using Aimed Shot". And please..Dot for archery? All we need is burst. U can keep that Dot for combat or trapper who fight at close range and constantly move. Also, at-will is not an archer filler, it is also our main source of damage. That is why archer uses vorpal not dread enchant.

    FYI, just incase u didnt read the past notes. Hawkshot no longer a single target power but it does aoe damage as per patch which make them quite useful during mob clearing phase (if u going for full dps and not going to support party with longstrider or there is another HR that is already supporting party with longstrider).
  • lirithiellirithiel Member, NW M9 Playtest Posts: 2,482 Arc User
    edited July 2016
    ralexinor said:

    amenar said:

    Hey all, another small list of upcoming changes:

    • Hunter Ranger: Feat: Battle Crazed: Now grants bonus melee damage with every stack as well. Duration increased to 6s, up from 3s.
    • Hunter Ranger: Feat: Hasty Retreat: Now also increases your movement speed by a small amount at all times, in addition to the existing proc effect.
    • Hunter Ranger: Feat: Unflinching Aim: Aimed Shot now reduces the CD of your currently recharging Encounter powers (no longer just Ranged powers) by 0.2/0.4/0.6/0.8/1.0s (up from 0.1/0.2/0.3/0.4/0.5s).
    • Hunter Ranger: Feat: Longshot: Damage dealt by this feat increased to 20/40/60/80/100% of Weapon Damage, up from 10/20/30/40/50%. In addition, this is now actually Piercing damage, instead of having an undocumented feature of behaving somewhat like Piercing damage.
    • Hunter Ranger: Feat: Scoundrel Training: No longer affects the damage displayed on the tooltips of your At-Will powers.
    • Hunter Ranger: Feat: Lucky Blades: When Lucky Blades is triggered, it now also increases your Encounter power damage by 3/6/9/12/15%.
    • Hunter Ranger: Feat: Lucky Blades: Tooltip properly reports a 6s duration, instead of listing 4s.
    I also want to make a point about Stillness of the Forest. It's very clunky to use effectively, almost downright impossible in PvP as well, and counter-productive in parties because you need to be close to members for buffs.

    FEEDBACK: reduce or remove the range penalty for Stillness of the Forest. Additionallty, increase the damage portion of the feat; 10% is paltry, especially for a T5 feat.

    This sounds like a good idea. I hate how Stillness of the Forest works. Prime Critical was the bomb, would be nice to have something similar in Archery tree again, although a high tier feat so other specs can't leech it from us.
    ghoulz66 said:

    This whole trying to force archery into single target is a huge issue. Archery needs other options than stand still in the middle of a HE and risk being murdered trying to shoot off single target shots. Aimed shot and Hawk Shot are not useful for these kinds of situations.

    Agreed. Even with the changes to Aimed Shot and Hawk Shot I still won't be using either of them. My loadout will be staying pretty much the same as it is currently.
    ralexinor said:



    Also what on earth are you talking about with needing a DoT? Aimed Shot does twice or thrice the damage that Rapid Shot does in the same time, and the cast time has yet to be reduced on Preview so it's still a 2.25s cast time, which is being reduced to 1.5s. Aimed Shot has always been one of the highest dps ranged at-wills we've had, but it's always been off-set by being cancelled when taking damage - i.e. drawbacks. The at-will has no drawbacks now, so it's hands down the best at-will Archery has by a long margin, at least for single target. Consistent DPS is a misnomer, all that matters is how much damage you do over a single fight, and I can guarantee you - in the same time you're poking away at a target with Rapid Shot for "consistent damage", I'll have doubled or tripled your damage with Aimed Shot.

    To put this in perspective, my Rapid Shot crits on preview do about 10-15k damage, while Aimed Shot does 90-120k. And I'm pretty sure you can get in only around 2-3 Rapid Shots in on Aimed Shot, and this is also before the cast time decrease, where Rapid Shot will fall even further behind.

    Aimed Shot might be better on preview atm but on live Rapid Shot wins out currently. Myself and other archers have tested this. Also you are able to weave encounters in between Rapids whereas with Aimed you cannot do so, it is far too clunky and chews up valuable time locking you into the animation.
    Our pain is self chosen.

    The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
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