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 so far:
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)
inquisitive
- 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
This should help alleviate some of the concerns that
- 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
As others have pointed out, the biggest problem with the idea behind this change isn't necessarily just the DPS loss (though that would absolutely be a deal breaker), even if you get the DPS right with tweaks like these you still face the same fundamental problem:
Ranged attacks get "dropped" all the time, for a variety of reasons. High attack speed helps to mitigate this loss, low attack speed exacerbates it. If you're attacking very quickly and one of your attacks doesn't do anything, it's not that big of a deal. If you're attacking more slowly, it becomes a bigger deal.
A great many players have voiced the opinion that the number 1, primary reason that they do not play ranged characters is because of dropped attacks. What you are proposing is going to exacerbate that.
Finally, like usually happens with these types of changes, you guys come up with a list of tweaks to a couple of things to compensate the loss, but leave out every other enhancement tree.
What about Mechanic? Yeah I know it's basically a meme tree at this point, but the Rogue Mechanic tree gives you proficiency with repeating crossbows in cores 3 and 4. Shouldn't their activated attacks receive compensation for this change? If they do, it's going to impact the balance of the other Mechanic builds as well. This tree has been left behind so many times throughout all the ranged changes I'm pretty sure at this point you guys have forgotten that it exists.
What about every other ranged attack in the game?
You can just take Exotic Weapon Proficiency for repeating crossbows, so every class can make use of them, not just Artificer. Similarly, every class can take Inquisitive, and active abilities that just specify that they are ranged attacks work with Dual Shooting. Should these other abilities receive buffs? If they do not, then they become relatively worse compared to the abilities that receive buffs here when used with Dual Shooting or Repeating Crossbows.
Examples that jump to mind (by no means meant to be an exhaustive list):
Knight of the Chalice: Exalted Shot, Exalted Smite (already bugged), and Avenging Shot
Deepwood Stalker: Aimed Shot, Merciful Shot, Leg Shot, Devastating Shot
War Soul: Radiant Flourish (Ranged), Divine Vessel (Ranged)
Kensei: Shattering Shot, A Good Death (Ranged), Deadly Shot
(To be clear, I'm not necessarily saying all these abilities should receive buffs, rather I'm trying to highlight that this change is not as simple as it seems on its face, and has much broader reaching effects on how builds weigh against each other in the game as a whole)