Don’t get me wrong, neither bow is awful, I’m not here to tell you that everything sucks and that Rangers are in serious need of buffs, I’m just honestly wondering why our bows feel worse than the bows from the other professions that can use them.
Both Warrior and Thief bows take a look at Ranger bows to draw inspiration from, and then spin it on its head to come up with something that isn’t just different, it’s just better.
I drool for my Thief’s shortbow on my Ranger, I really do. It stacks bleed faster, over an AoE, stacks poison faster, has a better evade (Only through the Thieves resource though, since their evade has no recharge rate and instead relies on their Initiative.) and far more mobility than anything else in our weapon sets through Infiltrator’s Arrow.
And then you’ve got the clear cut design for the Warrior’s longbow. It set out to make a multipurpose weapon that goes well with its own theme. It’s got double shot for twice the chance at triggering a burn from the two fire fields it can lay down, it’s got an immobilize to stick people inside fire fields for a longer time its got a quick access to burns over large areas while also having a blind to take the heat off! (Oh the irony)
What do our bows have that preform on par with the theme of these weapons? Both bows seem like a mishmash of weapon skills tossed together because they vaguely fit together on a general theme of “this is a bow” rather than goals for the weapon or rolls for it in general.
The Longbow in particular feels odd. Your auto attack is slow moving and rewarding for a longer distance between you and your target, but Rapid Fire shoots fast and doesn’t care how close you are at all, neither does Hunter’s Shot. Point Blank Shot does care, but doesn’t knock back to the point where you pass the second tier of your auto attack and Barrage feels awkward to use because of its channel time and AoE centric nature. Rapid Fire and Barrage just feel like the odd ones out here, even though by themselves they’re great, I just feel like they don’t really fit with the weapon as a whole, or that the weapon is pulling itself in too many directions theme-wise.
The Shortbow is a little more consistent in that all of it’s abilities apply conditions and are vaguely single target (Lets be real here, how many times have you lit up a huge group of mobs with Poison Volley?) but all of the conditions applied are very short duration and counteract the “Yes! I just flanked this guy!” feel. It was a weapon that seemingly had its sights set on being great for flanking or attacks of opportunity, but then fell short when it didn’t have a real way to keep flanking once engaged. Yes, your pet will generally do a decent job of making sure things aren’t hitting you, or have their back turned to you, but when that fails you just kind of end up circle strafing. The daze / stun helps a bit, as does the cripple, but it’s not really ever enough unless the target’s attention is pulled elsewhere (Like a Thief popping up and he has to be dealt with quickly, so you can plink away at your target’s back, or your pet pulling aggression away from a teammate in a dungeon so you can both have a shot at it’s rear.)
TL, DR: Can we start a discussion on the different themes for the bows in this game? (Not relating so much to power, but a lot more to feel and execution) Some of our traits can fix a few things, but that speaks leagues for the design of the weapons themselves as a whole, quick fixes are never preferable to better design and execution.