- Mar 25, 2003
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Bard is the most passionate archer on Mir, might be worth giving him a shout.
its just shadow step with different images then? personally I think it should be the same as it is but instead of having to re cast it to move, make it automatically move after 2-3 seconds... This makes it different from SS and makes archers play sneaky.. Drop clone, if players run towards clone break it (distance) could be a interesting way.
Im thinking maybe a 50/50 chance to instant move, so that the decoy is actualy a decoy, with this change it sounds like you may be able to move from 1side of the screen to the other, shoot 2-3times before they run next to you and repeat, having instant move on a ranged class is dangerouse--
Maybe give it a global cool down so that after instant move you cant shoot for 1-2 seconds making it a fantastic escape spell but not a active damage tactic.
More will be known from testing but its a massive positive that they are getting looked at and dealt with.
---------- Post Merged at 02:03 PM ---------- Previous Post was at 02:02 PM ----------
Not sure i want archers teleporting next to me and dropping a 600+ AB instantly.
Am i right in thinking powershot no longer pushes the enemy it hits, but rather the mobs(players) around it? if so large pvp nerf on archer. On the other hand if not, having no cooldown on powershot was extremely OP as previously tested.
not really every other class can still gap close regardless...
Sin - Shadowstep.. next to no cool down 3 secs maybe if that.
War - Shoulder dash no cool down.
Wiz - dont need a gap close met / bliz 1 hit archers.
Tao - support so don't matter.. curse spam group will kill unmovable archer
also you say (OP as previously tested) but shadowstep and other nuke/gap closer's are now in game.
So Decoy... is no longer a Decoy?
Am i right in thinking powershot no longer pushes the enemy it hits, but rather the mobs(players) around it? if so large pvp nerf on archer. On the other hand if not, having no cooldown on powershot was extremely OP as previously tested.
Morning all,
With the Monk beta underway and Lilcooldoode focusing on any issues that arise from the beta testers... I have had a little time to potentially give the Archer class some much needed TLC.
I have made some changes to the class that will be ready to go as of next reboot... But I am a little bit concerned because some existing skills required refactoring...
Would one or two people who are passionate about improvements to the class be interested in hoping on the test server to make sure there are no regressions and to provide some feedback on the new additions.
Preferably I would want a couple of people who currently/have played Archers, and have a fair amount of experience with them.
Changes/additions:
- PowerShot: Now causes a repulsion effect on explosion causing enemies around your target to get pushed back.
- NEW skill "QuickLoad": Passive skill which will reduce the cooldown on archer spells.
- RapidFire: Had to be re-factored to allow QuickLoad to reduce its delay (this is the one I am most worried about).
- Traps: Although these haven't been changed, it would be good to have a few people dry test them incase of any issues.
- AttunedBody: Same as above.
- Decoy: Now spawns and moves with a single press, and is effected by QuickLoad.
Level requirement for QuickLoad is still pending, but is likely to be a high(ish) spell, so not to through the balance of the lower levels off...
Sam
Not sure I want Sins teleporting next to me and dropping a 300+ FD and 200+200 double slash, but it happens!!
True, but they do need to get right next to you.
Archers will only need to get 1-2 spaces from you, giving them a very strong offence boost that is maybe not needed. Testing will confirm.
I'm not dreading it though, My archer is kitted and ready to go.
One question for Sam.
Will Decoy have a chance to fail?
Currently you cast the decoy 100% effective then you have X chance to fail swapping places on the second cast,
If the first cast is now going to be the teleport itself will the chance to Fail now apply to the first cast instead of the second?
If its 100% effective Archers will have a better teleport skill than an assassin can get at level 48.. as level 3 shadowstep still fails 20% of the time in my experience.
as always I just want a good implementation of a balanced change. I may come across negative but without someone playing devils advocate and looking for breaking points or issues then the final product wont get polished.
True, but they do need to get right next to you.
Archers will only need to get 1-2 spaces from you, giving them a very strong offence boost that is maybe not needed. Testing will confirm.
I'm not dreading it though, My archer is kitted and ready to go.
One question for Sam.
Will Decoy have a chance to fail?
Currently you cast the decoy 100% effective then you have X chance to fail swapping places on the second cast,
If the first cast is now going to be the teleport itself will the chance to Fail now apply to the first cast instead of the second?
If its 100% effective Archers will have a better teleport skill than an assassin can get at level 48.. as level 3 shadowstep still fails 20% of the time in my experience.
as always I just want a good implementation of a balanced change. I may come across negative but without someone playing devils advocate and looking for breaking points or issues then the final product wont get polished.
I agree with you mate and I hope after Archers and Monks are sorted we can do something similar and get a few people on a test server with the Team and check other classes for balance/bugs/improvements too.
Achieving balance is a constant struggle and with an Archer fix and introduction of a new class, the other 4 will undoubtedly be affected and potentially need little tweaks.
