Crossfire: Change to inflict 2 stacks of bleeding when attacking from behind.
Reason: Let’s face it. When fighting with an enemy, (s)he is going to have the front side towards you, which means that your kiting will result on hitting the target slightly from the side and inflict 1 stack. Having 2 stacks of bleeding applied when attacking from behind means that the ranger can actually utilise skirmishing tactics in order to be more effective. For clarification, the skill would only apply 1 stack from the sides. (Example: Muddy terrain to immob. and then kite around to the enemy’s back)
Poison Volley: The firing cone is narrowed to have the width of 3 projectiles and the 2 extra are placed between those three. These arrows pierce up to 3 times.
Reason: Poison Valley is only worth using if you get really close, either for preventing a full heal or for stacking bleed stacks with a bleeding build. By making it narrows and letting them pierce, it works more like a poison bomb without being an exploding projectile. Also, the problem with preventing full healing with this skill is that any reasonable person would first place her/himself into safety before using a healing skill, which means that posion valley have to be used at range which in it’s turn means that the ranger has to time the skill into a 2 second window which isn’t very effective since most healing skills have less tthan 2 seconds casting time. Other healing skills that are over 2 seconds have bonuses to compensate.
Quick Shot: Increase the range slightly (by ca 100). Increase swiftness to 5 seconds. Always gain swiftness.
Reason: As it is now, it’s only useful for evading a specific attack or random evade when retreating. Increasing it’s jump range would help the shortbow user to skirmish more.
Crippling Shot: Increase cripple to 5 seconds.
Reason: The tooltip is misleading, because it only applies Cripple. The pet applies 1 stack of bleeding with each attack for a maximum of 3 stacks. The current 3 seconds of cripple is too short against anyone (and that is many) who has a gap closer. The duration of 3 seconds is simply put not enough to have any noticable effect. 5 seconds, as said before, helps with skirmishing. (Changed from 6 seconds to 5)
Concussion Shot: Fire a powerful arrow that knocks out your foe. Daze 1 second if hit from front. Knockdown 2 seconds if hit from side or behind.
Reason: Think about it, what can you do with the shortbow in that 1 second of daze? The skill itself has an aftercast which means that you’ll only start firing after that daze expires. On the other hand, this skill is often used to interrupt very telegraphed attacks or to interrupt healing. Healing is usually done at half hp which means that the ranger is most likely playing with the secondary weapon set. After playing around with SB, I also realise that 2 seconds would be too powerful, so it’s changed to 1 second for the front. Since the “hit from side” angle is very big, 3 seconds would often be applied, so that is changed to 2 seconds for the sides. 3 seconds for behind deserves to be 3 seconds because shortbow needs to have a personality.
Your mission is to find how this would make the shortbow overpowered or out of balance
removed history… no point in ahving that…
(edited by solrik.6028)