DH trait Heavy Light:
Both aspects of it are utterly random and poorly designed.
A random knockback on the next attack you happen to make within 300 range is poor design as we have little control over it.
Gaining Stability after knocking someone back is incredibly poor timing. Just why?
The knockback and the Stability need player control.
Move the Stability back to True Shot and move the knockback onto Deflecting Shot.
The timing is already lined up.
I would prefer two stack of Stability (1s max) when you are casting True Shot instead of 1 stack for 6s when you knockback someone with heavy light
Please make this change, having some actual control over the knockback is so necessary and/or just generally helpful.
A trait specified to a single weapon skill is not a healthy change.
Instead, something like “when you blind an enemy while wielding a longbow, also apply a knockback. 10 sec ICD”
This way, not only the effect is still tied to the longbow, you also have a little bit more access to it with F1 or combo fields.
A trait specified to a single weapon skill is not a healthy change.
Instead, something like “when you blind an enemy while wielding a longbow, also apply a knockback. 10 sec ICD”
This way, not only the effect is still tied to the longbow, you also have a little bit more access to it with F1 or combo fields.
This feels like the best way to do it. But what about Purification blinding the enemy?
A trait specified to a single weapon skill is not a healthy change.
Instead, something like “when you blind an enemy while wielding a longbow, also apply a knockback. 10 sec ICD”
This way, not only the effect is still tied to the longbow, you also have a little bit more access to it with F1 or combo fields.
This feels like the best way to do it. But what about Purification blinding the enemy?
True, I did not think about that. Then maybe just “longbow attacks” is sufficient.
perhaps
Heavy Light: You’re longbow skills are enhanced.
Auto-attack- no change
True Shot-grants stability
Deflecting Shot- knockback
Symbol- adds 1 additional stack of burn, reduce current duration from 5 to 3 seconds if too strong.
Hunter’s Ward-cripples foes, remove current cripple. OR applies 2 vulnerability to foes with each impact. (it impacts 4 times.)
Personally I would love to see heavy light changed to the following
Heavy Light: Deflecting shot now knocks back any enemies that it hits & whenever you knock an enemy back you gain stability (5 seconds)
As is it would be quite reasonable because deflecting shot moves slower then other ranged attacks & has a 10 second cool down. Thus it would not require an internal CD for the knock back.
As for longbow, they need to reduce the cast time of the auto attack to 1/2 second. Even with true shot being the heavy hitter it is the damage the bow does is really low.
Lastly as to the number 5. It should really just be changed to a cone attack that immobilizes all enemies it hits.
The speed of the projectile, width of the cone & CD can all be negotiated.