U82 Preview 1 - Ranged Adjustments

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Falkor

Well-known member
As a suggestion for the manshot changes, wherever a charge is added instead either add a cooldown, or perhaps an extra shot.

Connecting multishot to scattershart was never a good design choice. Can't even remember the last time I saw someone use scattershart, it's just that bad. Good players simply do not use it.

They have different purposes. If the cooldowns MUST be kept linked, I'd propose a shorter cooldown between being able to use them both, while keeping the same cooldown for the same skill to be reused.

Multishot, 8s cooldown to re-use multishot. But when using multishot, scattershart goes on a 3 second timer. And vice versa.

Am otherwise ok with the other changes to ranged, they've been needed. Increased throwing and bow firing speeds is nice, especially for leveling.

And modifying inquis and reapeaters is ok, and has been needed for a longwhile. Though I think the changes are a bit heavy handed.

With the removal of NHB/Fus should also come the removal of the clunky wind-up animation.

Great xbow needs some love, maybe rapid reload gives Great XBow a boost to critical threat range or damage, similar to how rapid shot does for bows. And their rate of fire needs increased. Or maybe the skilled shots replacing NHB/Fus can give Great XBow an additional critical range / damage boost similar to manyshot.
 
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Teh_Troll

Master of Baiting
Tested with Wood elf female using time to fire 30 arrows (+/- 1 frame @ 30 fps). ranges represent the possibility of frame uncertainty (in this instance I used the first frame the arrow was fired- as in left the bow). All have 25 BaB (pure ranger, )

10% ~ 112 APM (111.8-112.5)
20% ~ 118 APM (117.6-18.4)
40 %~ 130 (130.4- 130.9)
50% ~ 136 (135.4- 136.4)

This seems to indicate that every 10% alacrity is about 6 APM, which feels right as it's the expected linear scaling. This also does NOT factor in manyshot extra hits.

I havent tested with 60% alacrity (haste boost, 20% item, gilneavors, no patience) if there is an animation cap, but I feel like its unlikely and the APM w'ould be about 142. Also ran some math and patience IS worth taking on bows now. These tests were primarily done to check endgame setups (this I only compared specific setups), NOT levelling.

As a worshiper of Crom mathematics is against my religion.

Let me know if it's still worth taking patience or not.
 
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RangerOne

Well-known member
You know, if you REALLY want to help archers...

Remove the IPS penalty or at least make it count ONLY if the shot truly passes through someone else. It makes no sense for me to have penalty if I only hit one target anyhow.

Increase the hit area of AOE arrows. My alchemist can fill an entire room but unless the mobs are standing shoulder to shoulder I can't hit them all.

Make Coordinate Shot (Falconry) a true AOE. Only the target is damaged directly, the other mobs are being damaged as a result of Tear Flesh and it is not a lot of damage.
 

Shmuel

Well-known member
Tested with Wood elf female using time to fire 30 arrows (+/- 1 frame @ 30 fps). ranges represent the possibility of frame uncertainty (in this instance I used the first frame the arrow was fired- as in left the bow). All have 25 BaB (pure ranger, )

10% ~ 112 APM (111.8-112.5)
20% ~ 118 APM (117.6-18.4)
40 %~ 130 (130.4- 130.9)
50% ~ 136 (135.4- 136.4)

This seems to indicate that every 10% alacrity is about 6 APM, which feels right as it's the expected linear scaling. This also does NOT factor in manyshot extra hits.

I havent tested with 60% alacrity (haste boost, 20% item, gilneavors, no patience) if there is an animation cap, but I feel like its unlikely and the APM w'ould be about 142. Also ran some math and patience IS worth taking on bows now. These tests were primarily done to check endgame setups (this I only compared specific setups), NOT levelling.
So based on your tests, how do you think longbow will compare to top dps range builds like repeaters or shuri builds as they are on live now and as they will be after the pass?
 

Throbulator

Well-known member
I think balancing is chasing ghosts in a game with this many variables and playstiles, but I guess pushing what's the meta back and forth adds some variety. Some guy who really should be working for the space program is gonna come up with a build that takes these changes and put together a monster from it, and the balancing hamster wheel keeps turning.

That being said, I don't hate what I'm reading, though I will miss the ol' burst of insane dakka on my crossbow builds. The same thing happened back when bow Manyshot was reworked though, and bow Rangers still do fine, once one gets used to the new stuff.
 

rabidfox

The People's Champion
With bows sounding yummy again, makes me wish para-arrows caused helplessness; it'd make the trade-off of not having imbue damage active more interesting.
 

Lasst

New member
1 - Buying Artificer for Fusillade or Dragon Lord for Dragon Roar only to have them nerfed post-purchase feels like a total bait-and-switch. Buying a 10-pack of Sentient Toolkits to swap your Sentient Jewel onto a repeater, just for the build to get hit with a nerf, is brutal.
2 - Plus, this completely penalizes newer players. Vets already farmed thousands of Reaper XP while these builds were at peak power, keeping those permanent stats forever. Now new players have to grind the same RXP with a gutted toolset. How is crippling class identity and pulling up the ladder behind old players considered a proper "balance adjustment"?
3 - Don't turn DDO into a toxic grind that completely disregards the experience of new and returning players. So many people left the game over this exact issue. Vets got to farm their Reaper XP effortlessly during the power peak, while newcomers now have to suffer through the same content with broken, nerfed classes. Is this fair ?
 
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