- Mar 28, 2014
- 192
- 1
- 44
Alright dude
i think ive found a happy medium for arrow barrage.
currently the damage from range is an absolute joke. in pve it isnt worth casting. hitting 150-180 in total
Fireshot does MORE damage than it from range.
i understand that casting it from range and doing ridiculous damage could be bad and unfair in pvp.
so here is my solution:
arrowbarrage range makes no difference to the damage of the spell. it does the same damage no matter where from.
but as you get further away the arrows distance themselves apart (slightly)
so if you hit someone with it upclose they will get wrecked as they will all hit at pretty much the same time.
but if you cast from a distance the arrows will hit each with a slight delay. giving the chance to sun pot (more chance the further away you are)
taking into account that tigernecklaces work against it etc i think this is more than fair and will also make it viable again in pve.
i would really appreciate a reply with any thoughts. i think this is a great idea and will make archers much more playable. as when your attack speed buff runs out and youre killing singular mobs, your dps really suffers. this
would be a nice filler.
foxes has lots of ranged mobs which i should have an advantage against with the high damage output but arrowbarrage makes me want to cry.. and i have no skills to get close.... which whilst im on the topic i think decoy should be cast then no cooldown to swap to. then the 6 second cooldown to recast again. the way it works at the moment is pretty rubbish.
either that or make it so that it doesnt disappear when youre off screen (but make it last 15 seconds max or something) it would make it great for avoiding hits/ escaping. you could then even give it a cooldown after casting of say 30 seconds so it wasnt too overpowered.
/nizzles
i think ive found a happy medium for arrow barrage.
currently the damage from range is an absolute joke. in pve it isnt worth casting. hitting 150-180 in total
Fireshot does MORE damage than it from range.
i understand that casting it from range and doing ridiculous damage could be bad and unfair in pvp.
so here is my solution:
arrowbarrage range makes no difference to the damage of the spell. it does the same damage no matter where from.
but as you get further away the arrows distance themselves apart (slightly)
so if you hit someone with it upclose they will get wrecked as they will all hit at pretty much the same time.
but if you cast from a distance the arrows will hit each with a slight delay. giving the chance to sun pot (more chance the further away you are)
taking into account that tigernecklaces work against it etc i think this is more than fair and will also make it viable again in pve.
i would really appreciate a reply with any thoughts. i think this is a great idea and will make archers much more playable. as when your attack speed buff runs out and youre killing singular mobs, your dps really suffers. this
would be a nice filler.
foxes has lots of ranged mobs which i should have an advantage against with the high damage output but arrowbarrage makes me want to cry.. and i have no skills to get close.... which whilst im on the topic i think decoy should be cast then no cooldown to swap to. then the 6 second cooldown to recast again. the way it works at the moment is pretty rubbish.
either that or make it so that it doesnt disappear when youre off screen (but make it last 15 seconds max or something) it would make it great for avoiding hits/ escaping. you could then even give it a cooldown after casting of say 30 seconds so it wasnt too overpowered.
/nizzles
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