SteelStar
Senior Systems Designer
Hello, all!
Part of our focus in Update 70 has been tracking down performance issues, and in this preview we'll be looking at a change meant to address one of the more common player reports related to performance: Repeating and Dual Crossbow attack speed.
After investigation, even without running Endless Fusillade/No Holds Barred, the current rate of fire does seem to have negative impacts on the client, the server, and other nearby players when used by builds that are fully kitted out. Fusillade only exacerbates this, but it in and of itself is not the root of the issue (which is why simply adjusting Fusillade would not be a sufficient fix).
In this Preview, we've taken some measures to slow down both of these styles' attack and reload speeds. To try and maintain the DPS of these styles, we have balanced this change around a corresponding buff: We're planning to remove the current Doubleshot penalties (-66% on Repeating Crossbows, -50% on Dual Crossbows) with this change, allowing both to benefit from 100% of your Doubleshot score. In Update 49, we changed how Doubleshot works, making it much more performance-friendly for these styles to benefit from it now than it had been when they were originally developed.
We are definitely aware that changes to attack speed are difficult adjustments. Some players find a lot of fun in being able to shoot fast. However, the performance gains in such an adjustment are important game-wide, which is why we are looking into this change. Internally, the changes here make a significant difference in overall game performance, and we'll be looking to see if the same holds true during this preview. We strongly encourage those with Crossbow builds to try them out this Preview, as actual-play data will be the most important and actionable feedback on the subject.
While we know that such a change will reduce the rate at which these styles build up debuffs and other procs, they are already relatively efficient at applying them relative to other builds and will continue to be, though to a lesser degree, after this change. If needed, we will adjust before U70 or in followup patches to ensure these styles continue to be viable.
That all said, here is the list of changes present in this build:
EDIT:
Thank you for the feedback so far! Here's a few adjustments we're considering based on feedback here, on the official Discord, and on Cormyr itself:
Battle Engineer
Part of our focus in Update 70 has been tracking down performance issues, and in this preview we'll be looking at a change meant to address one of the more common player reports related to performance: Repeating and Dual Crossbow attack speed.
After investigation, even without running Endless Fusillade/No Holds Barred, the current rate of fire does seem to have negative impacts on the client, the server, and other nearby players when used by builds that are fully kitted out. Fusillade only exacerbates this, but it in and of itself is not the root of the issue (which is why simply adjusting Fusillade would not be a sufficient fix).
In this Preview, we've taken some measures to slow down both of these styles' attack and reload speeds. To try and maintain the DPS of these styles, we have balanced this change around a corresponding buff: We're planning to remove the current Doubleshot penalties (-66% on Repeating Crossbows, -50% on Dual Crossbows) with this change, allowing both to benefit from 100% of your Doubleshot score. In Update 49, we changed how Doubleshot works, making it much more performance-friendly for these styles to benefit from it now than it had been when they were originally developed.
We are definitely aware that changes to attack speed are difficult adjustments. Some players find a lot of fun in being able to shoot fast. However, the performance gains in such an adjustment are important game-wide, which is why we are looking into this change. Internally, the changes here make a significant difference in overall game performance, and we'll be looking to see if the same holds true during this preview. We strongly encourage those with Crossbow builds to try them out this Preview, as actual-play data will be the most important and actionable feedback on the subject.
While we know that such a change will reduce the rate at which these styles build up debuffs and other procs, they are already relatively efficient at applying them relative to other builds and will continue to be, though to a lesser degree, after this change. If needed, we will adjust before U70 or in followup patches to ensure these styles continue to be viable.
That all said, here is the list of changes present in this build:
- We have removed the -66% Doubleshot Modifier from Repeating Crossbows and the -50% Doubleshot Modifier from Dual Crossbows.
- The timing between each shot on Repeating Crossbows, as well as the timing in each volley before the Reload portion starts, has been increased slightly.
- The baseline (usually invisible to players) attack speed of Repeating and Dual Crossbows has been reduced slightly.
- Rapid Reload's bonus for Light Repeating Crossbows has been reduced from 65% to 35%
- Rapid Reload's bonus for Heavy Repeating Crossbows has been reduced from 70% to 40%.
- Rapid Reload's bonus for all Dual Crossbows has been reduced from 40% to 20%.
- The bonus to Reload Speed from Rapid Shot for Repeating and Dual Crossbows has been reduced.
- When running Endless Fusillade, Repeating Crossbows now have a slight pause between each 3-shot volley to allow the server room to breathe a little
- Inquisitive's T5 Paths now grant +15% Attack Speed and +15% Doubleshot (replacing the previous +30% Attack Speed).
- The Expanded Clip Epic Feat was a significant contributor to the rate of fire performance problems with Repeating Crossbows. It no longer adds an extra shot, and instead grants +33% stacking Doubleshot with Repeating Crossbows.
EDIT:
Thank you for the feedback so far! Here's a few adjustments we're considering based on feedback here, on the official Discord, and on Cormyr itself:
Battle Engineer
- Shatter Defenses' damage changes to +10/30/50%
- Thunder-Shock Weapon's damage changes to +50%
- Core 2 (ML3): Infused Weapons now grants +5% Doublestrike and Doubleshot. (in addition to its current stuff)
- Core 2 (ML3): Hit the Streets now grants +5% Doubleshot. (in addition to its current stuff)
- Shoot First's damage changes to +40%
- Shoot Later's damage changes to +60%
- Shoot First and Shoot Later are now AOE Ranged Attacks and that shoot twice with Dual Crossbows
- Some activated attacks don't feel as worth pushing due to the longer overall cycle - Upping their damage should help some
- Clearing trash is now slower - Again, upping the damage of existing AOEs and making some of the holdouts start being AOEs should help, though maybe not fill the entire gap
- Low level has little doubleshot in these builds - This adds two sources of 5% around level 3-4
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