I am in utter disbelief. No way you're actually nerfing AA. The enhancement cost reductions are almost irrelevant, as all those things with the exception of Force Arrows would not be used even if they were a single AP (let alone two) due to how weak they are. AA is the weakest of the 3 Bow trees. If you go forward with the 25% nerf (which is massive btw), compensation should be a no-brainer for AA and maybe even EK.
This is not true. Runebow works as advertised and fully stacks with items' enhancement bonuses. It's the first Core of the tree that is mostly useless. Although I agree that "Improved Elemental Arrows" is a prime candidate for rework/buff.
These do need adjusting for sure, hope they don't miss them.
Yes - they nerf AA. I guess they still think that AA is OP. AP changes are fine, but almost noone cares if they nerf that tree by 25%.
This is the generalized balance portion of U62, containing buffs and adjustments across many places. For this pass, we focused on more AP cost reductions in a few high-cost trees, Alchemist enhancement trees, and balancing the Imbue system for spellpower scaling imbues.
Monk Class
- Monk combo builders now deal +10% damage, and their alignment based builders deal +15% damage
- Monk Finishers now deal +30% damage
- Touch of Death now deals +30% damage
- Touch of Despair now scales with the highest of Dex/Wis and uses Assassinate DCs to determine its DC
Stormsinger
- Stormsinger's metamagic costs are now set to the standard AP cost for metamagic enhancements (2AP each)
Across the Board
- Spellpower scaling imbues have been standardized: They are all now 1d8 damage per imbue dice and all now scale with 75% spell power instead of 100%
- Affects:
- Eldritch Knight
- Arcane Archer
- Warchanter
- Warpriest/Warsoul
- Artificer
- Dark Apostate
- Druid Elemental Forms
- Blightcaster
- Vile Chemist
Arcane Archer (both Elf and Ranger)
- Force Arrows is now 1 rank 2AP (uses the 3rd rank bonuses)
- True Strike is now 1 rank 2AP (uses 3rd rank bonuses)
- Inferno Shot is now 1 rank 2AP (uses the 3rd rank bonuses)
- Shattermantle Shot is now 1 rank 2AP (uses the 3rd rank bonuses)
- Dispelling Shot is now 1 rank 2AP (uses 3rd rank bonuses)
- in total this saves 11AP since Force Arrows and Dispelling Shot were 3ranks/2AP!
Kensei
- Tactics is now 1AP per rank
- Weapon Focus vertical line and the Exotic Focus enhancement are now 1AP
Dwarf
- Shield Mastery cost reduced to 1AP/rank (this also affects human's Fighting Style multiselector)
Purple Dragon Knight
- Sniper is now +1/2/3d6 Ranged Sneak Attack Dice and +2/4/6 Point Blank Shot distance, and now costs 1AP/rank (this also affects human's Fighting Style multiselector)
Vile Chemist
- Core 1 is now: +1 Reflex save. Each core ability you take in this tree beyond the first grants +5 PRR
- Cores 2, 3, 4, 5, and 6 now grant +5 Poison Spell Power, 2% dodge, and 2% dodge cap while in Orchidium instead of their original Orchidium boosts
- Core 3 is now Hidden Blades I and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice
- Core 4 is now Hidden Blades II and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice, as well as granting you full Base Attack Bonus
- Core 5 is now Hidden Blades III and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice, as well as a +1 Competence Bonus to Critical Multiplier with all Simple weapons
- Core 6 (Venom's Grip) now grants: +4 Intelligence, +10 Universal Spell Power, +3% Doublestrike and Doubleshot, and +2 Imbue Dice
- Willful Ambition is now Swift Ambition and boosts Reflex saving throws
- New Tier 4: Simple Thrown Mastery: If you have Simple Thrown Expertise, you now use the higher of your Intelligence and Dexterity to determine how much Doubleshot you gain from that feat.
- Sapping Ambition which was very buggy is gone and is now Brushed Aside: You gain the Defensive Roll feat.
Apothecary
- Core 1 is now: +1 Will save. Each core ability you take in this tree beyond the first grants +5 pos/neg spell power
- Cores 2, 3, 4, 5, and 6 now grant 2% Pos and Neg spell crit damage while in Verdanite instead of their original Verdanite boosts
- Core 6 now grants +2 Transmutation DCs passively without requiring Verdanite
- Tier 5 Master Apothecary now grants an additional +1 Spell Penetration (since this bonus was removed from Core 3)
- New Tier 4: Apothecary's Satchel: 1 rank 2AP: You gain +5% Magical Efficiency (since this bonus was removed from Core 4)
- Energy of the Scholar rank 3 is now 100 SP
Bombardier
- Core 1 is now: +1 Fortitude save. Each core ability you take in this tree beyond the first grants +5 fire/cold/acid/electric/poison spell power and +1 Burning Ambition Dice
- Cores 2, 3, 4, 5, and 6 now grant +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage instead of their original Pyrite boosts
- Core 6 now grants +2 Conjuration DCs passively without requiring Pyrite
- Cores 3, 4, 5 no longer grant burning ambition dice inconsistently and now just grant +1 each as per the text of core 1
- Cores 3, 4, and 5 now grant +3 caster levels each BUT now require you to take different elements each time
- Swift Ambition is now Holistic Ambition and grants Fortitude saving throws
- Rapid Condensation SLA is gone
- There are now 3 Vial SLAs in tiers 1, 2, and 3, you must take a different Vial element each time
If you like these kinds of changes and would like to see more of them, please let us know! And if you have your own suggestions as to what should be adjusted, please feel free to let us know about those as well!
I waited a long time to see if any of these changes would apply to AA, and I lived to see it...
Super nerf in the form of -25% imbue damage. Just great.... Noone care about AP cost reduction, with this nerf...
As I see, there are still people in the SSG team who consider AA to be OP.
If you really want it not to look like a pure nerf then do it:
Cores:
1 - every Core granted +1 stacking enhancement bonus and +1 doubleshot when using BOW only
2,3,4,5 - Multiselector like Pale Master for 2nd Imbues to choice from (all bonuses stacking, only for Bow user):
- Your arrows deal bludgeoning damage
- Your arrows deal slashing damage
- Your arrows deal +4 dmg for FE
- Your arrows bypass all metallic damage reduction
- Your arrows bypass all alignment based damage reduction
- Your arrows bypass 10% fortification bonus
- Your arrows gain +1 stacking enhancements bonus
- Your arrows gain destruction ability
And additional bonuses to Cores:
2 - +10 Universal Spell Power
3 - +1 Imbues Dice
4 - Equipped bows gains a +1 Competence bonus to Critical Damage Multiplier.
5 - +1 Imbues Dice
6 - +4 Dexterity, +20% Doubleshot, +1 Imbues Dice
Elemental Arrows Line
Tier 1 - No more multiselector, 1 AP all avaiable elemental damage
Tier 2,3,4 - 2AP for +2 Imbue Dice
Tier 5 - No more multiselector, 1 AP cost, both bonuses
Rest:
Dispeling, Force Arrow, Inferno Shot, Shattermantle Shot - 1 rank, 2AP cost
True strike, Runebow, Final Strike, - 1 AP cost, 1 rank
Soul Magic - 1 rank, 1AP cost - 10% chance to cast "Minor Mnemonic Aid" on you
Moonbow - 1 rank, 1 AP cost, increase chance from Soul Magic to 20% and cast "Lesser Mnemonic Aid" on you insted "Minor Mnemonic Aid"