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Bows
#11
Something else I'd like to point out is that another edge in handshot's favor is its higher base crit damage multiplier, 120% vs most bows' 110%. You're already saving on stats between hardly needing strength, getting 2h swa, and getting the extra hit to be able to afford more GUI. It's one more thing shadowing the other bows.
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#12
Perhaps we should be adjusting farshot as a mechanic, as it just doesn't make much sense in the current evade landscape
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#13
(09-24-2025, 04:29 AM)Poruku Wrote: Perhaps we should be adjusting farshot as a mechanic, as it just doesn't make much sense in the current evade landscape

No I disagree, I've come to like the current farshot mechanics quite a lot, and it makes it so that the hit bonuses from Archer just make sense, it also is a good solution to allowing Bows to have insane range while not being unfair, as the insane range is an issue to tanks but not dodgies, serving as the crutch that extremely far ranged builds face.


The current Farshot Range penalty is only nonsensical when you look at gameplay patterns as a whole, people found different ways to stay back and play extreme range and trying to force people to engage, but these issues (if they become issues) can be addressed individually as they come up, where as 25 range basic attacks wasn't solely just a Gust Arrows issue.

You also have ways to play against your farshot range penalty by opting into Tactician as well, I think Farshot in it's current state is healthy for the current environment of the game, but I do think there is room to introduce a mechanic for bows specifically to scale it down with STR as a substitute for GUI.
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#14
Farshot seems mostly fine to me too. If anything it should probably apply to skills and spells too, just with a cap of like -100 hit so globals aren't completely useless.
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#15
(09-24-2025, 03:43 PM)AkaInuHime Wrote: Farshot seems mostly fine to me too. If anything it should probably apply to skills and spells too, just with a cap of like -100 hit so globals aren't completely useless.

Unfortunately this is also a slippery slope, since you don't want to make GUI as mandatory a stat for mages as SKI is, globals can be balanced by cooldown and momentum cost, while spells usually stay about mid ranged anyway (with exceptions like Ranger, who is well, the Ranger.)
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#16
While I do like the prospect of "just giving bows 2h" (especially since they CANNOT be twin danced)...

This doesn't provide much help to Arbalests, due to the nature of Losing Your Offhand Slot To A Weapon.

It works fine whenever they fire their cannon skill and lose the offhand, but whenever they have it (for a variety of reasons. Holding off for the right moment, no one in range of a cannon skill, etc)... they are still down the 10 power (normally 20, but they get +10 pow for having a 20 weight bow. So.) until they utilize it.

It also kind of further buffs Spell Ranger, so I would probably want to see certain moves from Spell Ranger take a slighttttttttttt scaling hit to compensate.
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#17
(09-25-2025, 01:14 PM)Rendar Wrote: While I do like the prospect of "just giving bows 2h" (especially since they CANNOT be twin danced)...

This doesn't provide much help to Arbalests, due to the nature of Losing Your Offhand Slot To A Weapon.

It works fine whenever they fire their cannon skill and lose the offhand, but whenever they have it (for a variety of reasons. Holding off for the right moment, no one in range of a cannon skill, etc)... they are still down the 10 power (normally 20, but they get +10 pow for having a 20 weight bow. So.) until they utilize it.

It also kind of further buffs Spell Ranger, so I would probably want to see certain moves from Spell Ranger take a slighttttttttttt scaling hit to compensate.

As someone who does play Arbalest very actively, it does buff Arbalest a lot, as the cannon skills unequip your weapon before the attack is made, this means they are now intentionally designed to utilize Two-handed in the most beneficial way possible, two-hand is so good for them that with critical damage it adds like 45-60 damage depending on your modifiers.

When you still have your subweapon, sure, this is only about half the time but I do know how much my damage spikes when I use a cannon skill. You could also make the argument that Arbalest could use the two-handed passive and be allowed to use armanents with it, or be allowed to use armanents from their item belt like Shinobis do with Shuriken Wrap.

Either way, for Arbalest's main bulk, it wants to offload it's weapon as soon as possible, access to it's subweapon is primarily for chained whirlwind crits.
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#18
Honestly giving bows 20 damage sounds wild, but like, handshot exists. So yeah I guess it wouldn't be that busted, but I think it would be more reasonable to keep it at 10 flat. There's some good bows that would get on the map quick and kind of invalidate handshot's niche. Other than the damage it just has good scaling and 7.5 hit, and the sword hybrid utility which is rarely used atm.
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#19
(09-25-2025, 09:54 PM)Poruku Wrote: Honestly giving bows 20 damage sounds wild, but like, handshot exists. So yeah I guess it wouldn't be that busted, but I think it would be more reasonable to keep it at 10 flat. There's some good bows that would get on the map quick and kind of invalidate handshot's niche. Other than the damage it just has good scaling and 7.5 hit, and the sword hybrid utility which is rarely used atm.

The sword hybrid status is actually REALLY good if you use the short bow component that makes it a str main scaling bow and is now classified as a shortbow.

Which allows it to be used as a melee sword without any penalty.

This is mainly useful for BK/Arbs that also use the Axe-Shield. So they can build slightly less STR and also hit like a truck with hanging > blowback or somesuch.
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#20
Ghost also utilizes it well for Vent Petale, Sidecut, Sanguine star, handshot's niche would not be taken.
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