Decoy:
Our only "survival" skill is extremely limited due to us having to prep it before we need it, has a cooldown on it, is destroyed after jumping to it once, fails often at level 3, despawns if you leave the 1024x768 (minus the UI) area and cannot be despawned by choice.
In it's current state is only useful for SZ griefing, wall jumping, tanking lures and stealing drops.
I could live with it with it's current mechanics if it could survive 2 screens away but ideally to match ShadowStep it should teleport the archer to his/her cursor and leave a decoy where we teleported from.
Are Archers spell casters?:
Archer attacks are classed as spells and I've seen an Archer miss more than half of their attacks against a stationary target using a TigerNecklace. StaticShot seems to be the only attack not affected by this, even Archery misses.
Currently FireShot and SpiritShot are not worth using against targets wearing TigerNecklaces.
StaticShot:
I saw nothing wrong with how it was in the first place, it was a poor version of T-Storm, albeit a ranged one. What did you devs really see as the issue here? I showed you guys in beta how OP it could be in PvP bouncing it off our own Decoys on attack all, but Decoys have way more HP than they should so that's a simple solution there. The ability to lock onto Tao pets with it could also be changed.
You can't buff our single target DPS without making us OP in PvP so the only option is to give us AoE damage to allow us to compete on the leveling front. The yellow poison could be removed from Static but the DPS should not have been touched.
FrostShot:
Lower the damage and increase the freeze chance or delete the spell.
DC Items:
Currently seem to be dropping less than MC/SC items even though they're used by 3 classes.