Lotoc
Well-known member
People are gonna hate me for this but you really do not need to nerf simple thrown mastery.Hello! One of the goals in this Update is to bring some better balance to the Ranged Weapon ecosystem. At the moment, the state of Ranged Weapon builds seems to break down to:
As a result, we're targeting the following changes in this Balance Pass. Please note that this is not 100% complete, as we are still testing exact speeds and numbers to try and bring these builds closer to each other. The goal is not perfect equivalence across all of these styles and builds, but to bring the outliers closer together and put Ranged in a good spot relative to Melees and Spellcasters.
- Crossbow builds are overperforming relative to other Ranged builds, and we have a constant problem point in Endless Fusillade/No Holds Barred, where it impacts performance and represents too much of the DPS percentage to do meaningful balance in other ways.
- Bow builds have been in a state where we've been buffing their raw power, but their attack speed is low and their builds are significantly less powerful than Crossbow or Shuriken builds.
- Thrown Weapon builds are dominated by Monk Shuriken builds, which are significantly stronger than all other thrown builds and punching above their weight in the overall DPS ecosystem.
- Longbow/Shortbow:
- The Base Attack Bonus speed scale for Bows has been rebuilt by adding a baseline bonus to speed equal across all levels, making Longbow and Shortbow attacks significantly faster across all levels.
- Manyshot now deals +2 Critical Threat Range and Multiplier (was 1)
- Scattershot (in Horizon Walker) now deals +2 Critical Threat Range and Multiplier (was 1)
- Manyshot and Scattershot no longer have charges, and instead share an 8-second cooldown. (There’s still one or two other sources of Manyshot Charges out there - let us know what you’d like them replaced with.)
- Horizon (Core 6 Horizon Walker) no longer grants Manyshot charges, and instead grants +10 Ranged Power.
- Combat Archery (Epic Feat) now grants Longbows and Shortbows an additional +1 Critical Threat Range in addition to its other effects.
- Crossbows:
- Endless Fusilade and No Holds Barred are removed entirely. They are replaced with the below single-shot, low-cooldown, high-damage attacks.
- Battle Engineer's Endless Fusillade replaced with Engine Volley: Crossbow Ranged Attack: +400% Damage, +1 Threat Range, +1 Multiplier. 6 second cooldown.
- See the Enhancement Changes thread for further changes to Battle Engineer
- Inquisitive's No Holds Barred is replaced with Take 'em Down: +400% Damage, +1 Threat Range, +1 Multiplier. 6 second cooldown.
- Damage on Rogue Mechanic’s Line Up and Sit Down is increased to +400%.
- Engine Volley, Take 'em Down, and Line Up and Sit Down now share a cooldown.
- Thrown:
- We'd initially approached the Shuriken DPS outlier as an issue with 10k Stars, but as we dug further, its superior DPS over other Thrown builds comes down to Ninja Spy Core 2. In addition, the thrown experience at low levels is considered pretty slow. As a result:
- Advanced Ninja Training (Core 2, Monk Ninja Spy) has its Shuriken bonus to Doubleshot based on your Dexterity cap at a maximum of 50 Dex.
- Poisoned Coating (Core 2, Vile Chemist) gains the above bonus to Doubleshot based on your Dexterity (with 50 cap), except with Simple Throwers instead of Shuriken.
- Simple Thrown Mastery (T4, Vile Chemist) allows that bonus to Doubleshot based on your Dexterity to use INT instead if it is higher.
- Whirling Wrists in Shiradi Champion no longer grants 30% Attack Speed with Thrown Weapons, and instead grants +1/2/3 to Critical Confirmation and Damage.
- The attack speed bonus from Base Attack Bonus on Thrown Weapons has been raised by 30% at all levels.
There are certainly other oddities and standouts within Ranged, and we may be able to accommodate smaller ones if they can fit into the time we have for this pass.
Let us know what you think here!
Ninja spy is an issue of having both the Shuriken Mastery feat and Advanced Ninja training at the same time, giving an additional 2 shots at 100 dex between them, if you do the nerfs to shuriken this way (leaving out Shuriken mastery) and punish simple thrown weapon mastery by tangent you're just reinforcing the gap between other throwers and Shurikens even worse because you're basically overall nerfing shuriken half as much as you're nerfing simple.
Edit: my fault for reading these notes at 4AM, this is adding a 50% extra shot chance to alchemist, the Simple Thrown Weapon Expertise and Shuriken Expertise feats seem to be completely untouched.
Last edited: