See title, please discuss! I would love to see a variety of points of view here.
I’m posting this thread here as I noticed the following in the 4/19 patch notes:
“Damage Changes
These damage modifiers were reduced, as they applied too much spike damage to targets at range and didn’t allow for enough counterplay. We do want to keep ranged combat viable in WvW scenarios, but we don’t want it to be the best option in open-field combat. As with the other changes, we’ll continue to watch and make adjustments where it’s deemed necessary.
True Shot: The damage of this skill has been reduced by 20%."
So in other words, this nerf was largely influenced by true Shot’s performance in WvW. In my opinion, the change was not warranted. Did anyone even complain about true shot? True shot wasn’t a problem in WvW as I recall. It quite literally only took two tempests to make an entire zerg of longbow DHs useless. True shot certainly and easily did “allow for enough counterplay,” unlike the patch notes say.
If we’re going to talk ranged spike damage with little counterplay in WvW, lets compare true-shot to a very similar skill, Coalescence of Ruin. Both true shot and CoR have the same range and cast time, but….
-True shot can be reflected or blocked by projectile bubbles, CoR cannot.
-True shot does less damage now, AND has worse dps.
-True shot is a much narrower attack and is less capable of hitting all 5 (target limit).
-True shot is a bit faster than CoR (well, here’s like the ONE pro it has).
-True shot roots the attacker, CoR does not.
I’ll admit, true shot did do quite a bit of damage to anyone with around 2500 armor or less. I found myself consistently hitting 9-10k against the squishier roamers which in my opinion is too much on a 4 second cool-down. True shot needed a nerf, especially for spvp reasons, but 20% was too much in my opinion.
So did we really need a 20% nerf to this skill? It’s now far too weak of a skill to use unless you’re a glass canon of a guardian. At least before this nerf, a tanky or even half-tanky guardian could get okay damage out of the skill. There is no reason for a front-liner, condi, or otherwise non-full zerker guardian to use this skill with its current damage. I think there’s a good middle ground we can achieve though – a good fix for true shot could involve one of the following:
-Only a 10% damage nerf
-Keep the damage as it was, but increase the cooldown to 6 seconds.
-A mix of the two: 7% damage nerf, cool down increased to 5 seconds.
-The dark horse: Keep this 20% nerf, but add some sort of functionality to true shot so that it’s useful outside of being a damage spike. Perhaps landing true shot could grant the user a boon, or gain stability while casting true-shot.