So to begin, with some of the upcoming changes, I’m excited for Dragonhunter, and I really hope to see it evolve into the excellent and fun specialization that it has the potential to be. That said, the Longbow, while currently okay (and the upcoming changes Karl announced will help it, certainly), really could use a great deal of aesthetic and some practical work, in order to make it really feel and function in an exciting and unique manner that fits the Guardian’s aesthetic and the Dragonhunter’s role.
Guiding Quote from the DH Reveal Post:
“Instead of shooting arrows, the guardian will focus on firing massive, single projectiles at a ferocious velocity.” — This certainly sounds exciting, but in its current implementation, most of the attacks are actually arrows, none of the projectiles are even very large (certainly not “massive”), most of them do not move at anything even approaching a “ferocious velocity,” and several of the animations/mechanics are simply re-used from other classes: Notably Thief Shortbow 1 and Ranger Longbow 5.
So my guiding purpose here is that I would love to see the DH LB skills actually match the given description, fit the Guardian aesthetic and DH theme/role, and feel both unique and impactful to use — just like the excellent work done on the new Reaper, Chronomancer, and Berserker skills.
A quick, trait-related note:
The first thing to be done, I still think, is to make the new Zealot’s Aggression (which will cause passive Justice proc’s to also apply cripple) the GM Minor trait, so that, no matter what, a Dragonhunter will always have access to Cripple at least every fifth attack. But now for the main thing:
Longbow Skills
LB1: Practical — How can we make this unique? Make it a chain. How about the first two attacks each fire a single-target projectile that explodes on impact, placing a stack of a new debuff, “Light’s Burden” on target and up to two other nearby enemies (in a very small radius), which slows movement speed by, say, 10%, stacking up to two times. The final attack in the chain fires three homing light projectiles which track to enemies affected by “Light’s Burden,” detonating the stacks and causing damage and blindness in a small aoe for each stack detonated. If the homing thing doesn’t work for their engine (although I think it does), then simply let the final attack fire a spread of three projectiles in a very narrow cone which have the same effect. A significant portion of the damage on this final hit should come from the detonation of the “Light’s Burden” stacks, so that, while the damage could be increased somewhat against a single target, it will not actually be tripled. If the third attack detonating stacks of “Light’s Burden” proves to be difficult to code properly to benefit multiple Dragonhunters attacking the same target, then simply let all projectiles cause a stack of “Light’s Burden,” and let the debuff explode on its own when it reaches 3 stacks. Bleed, rather than Blind, would also be acceptable on detonation, since Guardians currently have not a single weapon which causes a damaging condition on auto-attack.
Aesthetic: Let’s have those projectiles look and feel awesome — a light orb that leaves a short tail behind it and feels impactful on hit would be nice; larger ones on the third attack, of course. Maybe a minor light-chain effect around the legs of players with the debuff? The ANet artists are absolutely amazing, and I’m confident that if they took the time for it, this could be really cool looking.
LB2: Practical: Honestly, I’m pretty happy with the functionality of this skill. Even the root can be okay, so long as the damage is raised high enough to make it really worth it.
Aesthetic: For the main, powerful, damaging attack on a spec/weapon that supposedly fires “massive” projectiles “at a ferocious velocity,” this skill feels aesthetically less than impressive. It does, at least, move quickly. But please, if we’re going to be rooted in place for a significant time in order to fire something hugely damaging, I would love to really feel like that’s what I’m doing — I want something that feels more like a laser cannon than a small glowing arrow. What if the Guardian raised his (right) hand to gather light, then fired a truly spectacular-looking, large, laser-like projectile made of glowing light? Let it feel like there’s a kick on it — if that means a tiny aftercast, then reduce the cast a tiny bit accordingly — maybe give some effect or sound on-hit so it really looks/sounds/feels like we blasted something with that big wind-up.
LB3: Practical: Karl has already said the size of this, at least for blocking, has been increased, and the rate of movement slowed. I say, let the movement remain relatively quick, but let it leave a blazing trail of light on the ground behind it which reflects projectiles. Then, let the knockback on the “Heavy Light” trait apply only to this skill and to its trail — so that it functions, for a brief time, like a “Line of Warding.” Just imagine how much more interesting, unique, and fun to play with this skill would be with such functionality — it would then actually in practice fit the description given in the original reveal article: “If your enemy is using a projectile attack and is attacking your allies, you can fire your Deflecting Shot in its path and, with the right timing, destroy all of your enemy’s projectiles along the way.” Plus, it would give the DH its own unique access to another reflect — something Guardians are known for but actually only possess one of — but one that still required skill and timing to use, and perfectly fit the DH LB’s theme of controlling the field of battle.
Aesthetics: I’ve not much to say here for this one; if the practical changes above were made, and the projectile-reflecting light trail were appropriately visible, I think it’d be just fine.
LB4: Practical: Actually, with the announced increase in velocity and ability to fire behind oneself, this one seems pretty good — except, as most others have said, could we please keep the burning explosion on impact? It would help to make the impact damage matter (as it really should, since it’s difficult to hit with), and, especially if the above changes are made to LB1 so that it causes bleeding, it would help make the LB a unique and viable condition weapon, which would be a nice thing for Guardians to have access to.
Aesthetic: I’m fairly okay with this one, really. Maybe the impact could feel/sound/look a little more impactful, but otherwise, it’s alright. Anyone else have thoughts on it?
LB5: Practical: The functionality of this skill is mostly alright, although somewhat difficult to use, and a little much of a Barrage rip-off. The cooldown being lowered to 45 was definitely a help. It would, however, be really nice if it also created a Light Field for a couple seconds after completing the cast, and if it had a toggle skill that allowed the barriers/field to be destroyed in exchange for pulling nearby enemies to the center of it — this would fit quite nicely with the traps, and would allow a little more area-control (and therefore ally support) even when enemies are moving quite a bit. Further ideas I’ll address below.
Aesthetic: To be perfectly honest, while the effect of this skill is alright (and fits the DH), I was honestly ridiculously disappointed with the animation. That the Ranger’s Barrage animation, sound, and everything else were so completely copied — onto a class that is supposed to be “firing massive projectiles of light,” — just feels really out of place and boring. I don’t know about anyone else, but if we’re going to be rooted anyway during the cast, it would be awesome if we could raise our hands and levitate, gathering light in our hands as we summon light beams/auras to spike up from the ground in the target area, and finally firing that light from our levitated position in a large glowing lance directly towards the target area — on impact causing the same light burst and fences which already exist. I would even love to see the return of the ghostly light-wings effect on our character as he/she levitates that was so prevalent in long Paragon casts in GW1 — besides, it would give the developers another place to use those awesome light wings they designed for Wings of Resolve, which look so cool that it’s a terrible pity to not see them used in at least one other place. Now, if we really want to talk interesting/powerful functionality, it would be especially cool if we could actually move during this casting animation, and (even if not), if the final light-lance-projectile actually knocked-back anything in its path directly into the target area. Now that would make for some interesting area control and play options. Even without that functionality, at least the above-described animation would look and feel an incredible amount more like a Guardian’s version of Longbow, and would be enjoyable to watch and use.
A Final Note on Heavy Light
As above, please allow the Knockback from this trait to affect only Deflecting Shot (and its suggested trail). Stability should remain tied to True Shot. A functionality which fit the above suggestion for LB1 and caused “Light’s Burden” to also reduce affected enemies’ attack speed slightly might be interesting. Either way, “Purity of Sight’s” damage bonus should certainly be removed from the minor line and added to this trait.
Conclusion
Again, I think the Longbow, the traps, and the Dragonhunter in general have an awful lot of potential — potential I would really love to see realized. I’ve addressed a number of practical/mechanical trait, trap, and etc. issues in other posts and threads, and so my primary purpose for this one was the Longbow — a few practical functionality issues, certainly, but mainly the feel, look, and overall aesthetic of it. One of the huge disappointments of the DH to me (since numbers can always be changed, traits reworked, and so on) has been that it just didn’t feel very unique or interesting. The attacks on the longbow felt boring, looked lame, and didn’t fit the Guardian’s aesthetic at all — from the sounds, to the animations, to some of the functionality. With the above changes, I really feel like the Dragonhunter’s Longbow would become not only a useful and fearsome, but also a fun, interesting, fitting, and awesome-looking weapon to use. What are your thoughts?