I really do like this weapon, I love the aoe, the tactial area denial and theme of it.
There’s just a couple things about it that feel really bad, besides the low-ish dmg of it.
Main offender : Fan of Flames. I like the idea of a narrow cone spreadshot skill, it’s a nice contrast to the rest of our slow volleying skills, however skills like these which other long range weapons also have drive me sort of crazy, they’re basically bad or worthless at long range, and are 100x more effective point blank because they’re essentially shotgun abilities.
Most of the time if you don’t use it in melee it’s a single arrow doing a measely bit of direct dmg plus a 1 second burn, not even worth using. Even in melee range this ability just isn’t that amazing just 3 tics of measely direct dmg and 3 second burn. And considering this is supposed to be our main attack next to auto’s as the low cd #2 skill it hits this weapon pretty hard.
My suggestion :
Vastly improve the dmg/effect from single projectiles and limit each target to be hit by a single projectile which would make it just as useful at long range, although it’d be less satisfying.
Or turn it into a single projectile that pierces and explodes on each target hit, would atleast have the benefit of being useful at long range and have multiple targets be it’s escalating condition.
edit : I’m not asking for this skill to have massive dmg or anything, just changing the way it works so it’s just as useful at long range.
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The second skill that has a few minor things that bug me is our Burst skill Combustive Shot, definately love this skill however the inconsistency with is aoe radius at different adrenal stages and the fact that it tics every 2 seconds and scales with duration sort of bother me.
My suggestion :
First of all I think it should tic every 1 second for 1 second burns as opposed to 2 second burns every 2 seconds as it’s just more flexible and doesn’t feel as delayed. The direct dmg would of course be cut in half, or maybe boosted slightly as it’s a little on the weak side.
The aoe radius, I think, should be made a consistent one either that or have the duration remain a constant or have slightly lower scaling. For example instead of 4/6/8 seconds, it could be 5/6/7 or 6/7/8. Mainly, other Burst skills don’t scale as hard as this one does stage 3 is literally x2 what stage 1 is. The aoe radius inconsistency, especially with the actual visual radius not changing is the main offender IMO.
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Now, for Smoldering Arrow, it’s a bit weak considering it’s a 15 cooldown for such a small effect, a single small aoe splash blind. I would either have the cooldown reduced or as I’ve seen suggested, have it place a tiny, short duration smoke field on the target, this would work very well with our combo finishers and our Immobilize, great potential. Immobilize your target then smoke field him.
Finally the Auto Attack Dual Shot, the main reason I’m ok with this skill AT THE MOMENT, is the trait causing it to be a double 100% finisher. This feature reminds me an awful lot of the Scout from Allods Online, they had a dual shot skill which would make use of their quiver mechanic, loading special arrows to cause an effect on their next shot(s), dual shot using 2 at a time.
Throwing down a fire field on yourself and raining down flaming arrow just feels so right, and having the auto attack be a low dmg but versatile utility skill is interesting. The only down side is, we only have 1 combo field : fire. If we could drop a tiny poison field or a tiny smoke field next to us to essentially load our Dual Shot with an effect it would work better, but we don’t, and won’t unless they feel like making banners have certain combo fields, but that’d be weird.
All I ask is, if this trait is a bug, please consider making it a legit part of the trait, even if Fan of Fire and Smoldering don’t become a combo finisher. And if that’s not acceptable, then atleast consider adding some interesting proc trait to make use of the “dual” gimmick.
And finally, 1200 range default please. =p
(edited by Knote.2904)