AoE builds being un-able to pressure stacked zerg balls is heavily influenced by Retaliation. There’s few dcounters to zerging, except a few builds that bypass the retaliation, or arrowcarts.
Retaliation can easily have very high uptime, has no aoe limits, no ICD and does extremely unbalanced damage compared to the innate damage of some aoe skills. Stepping off the side and lobbing aoe at a stack of enemies, often results in taking more damage than you are doing, while simultaneously getting far less healing than in a stacked zerg-ball.
This makes aoe builds need to stack together for healing to try and mitigate the high levels of passive/perma retaliation on many zergs, stacking making them of course an easy target for the hammer-stun-train meta.
Better Retaliation design could make for far more interesting spread of tactics and strategies in fights over 8 people, retal just hasn’t kept up with the changes to ICD on traits and sigils etc and is wildly out of balance compared to at release.
I have access to nearly perma retaliation on my main, once I’m in a larger fight in wvw the retaliation becomes an always on passive effect not an occasionally present boon. It’s just not tactical, or skillful, it just punishes every player who attacks me, regardless of how much damage they did to me, also punishing quick fast attacks completely disproportionately to big hits.
What would you suggest for WVW only tweaks?
Possibilities could include:
Make any player immune to receiving retal damage for 2? seconds after each time they take a retal hit.
Retaliation could only return a percentage like 10% of damage received.
This is a huge issue.
As a pvp-focused player that just like someone above me said and many others are I was brought here to the idea that it was going to be quick and easy to gear up so I would be able to play competitively.
Now trinkets alone with laurels take like 2 months to get (assuming you keep an eye on completing daily/monthly a pvp-oriented player already doesn’t care about) and they give already a quite considerable buff.You guys better fix this up and do it quick because as soon as ascended full gear will start popping up in wvw giving many people big stat disadvantages that will make them quit as fast as you can blink.
I know I will. And I now I’m not alone.So to sum it up:
You clearly stated in the game manifesto that everyone would have fast access to top level gear for equal fights and I and many others have been baited by that.
I want to play vs other people in a good game with good gameplay and good mechanics/environment. EQUALLY.
I don’t have time to farm your bullkitten.
I expect you to fix the situation. And not because I’m a pretentious spoiled brat that wants everything and wants it now. I expect you to do that because that’s what pvpers want, that’s what you advertised, that’s what got me to buy the game, and that’s what you’re screwing up.
The grind in wvw (masteries) is ridiculous already. The pve / living story grind actually requires more than my entire playtime, if I got all the advantages from there I have zero time to do any of the bit I actually enjoy.
Now here comes another mandatory grind bullkitten with ascended weapons. Bound to have awful wvw implementation as usual, requiring 20 times the effort of pve-ers who ironically actually might enjoy grinding and probably want a longer grind.
Very demoralising
We definitely don’t want to go to the level of fragmenting the game to the extent that we have PvP, WvW, and PvE versions of all the skills as that creates a disconnect with the characters we want you to use in all those places. That said, we are certainly discussing the idea of adding skills that would have a WvW focus. But they are just on the discussion level.
You are supposed to be the WvW lead, the enthusiast, the champion arguing our case to the rest of Arenanet. It so often seems instead you are just making excuses for WvW to stay a mini game, not become a fully supported game mode. Please aims higher, aspire to more, build the end game so many of your players want and deserve.
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We will not be changing WvW ranks or WxP to be account bound. However, we are going to be implementing a host of changes that should make this seem less like some sort of punishment(a categorization I disagree with entirely) and more of a character progression system. The first step is the liquid WXP that is being added to the rank up chests which is account-bound. We are planning additional systems as well. Hopefully, as we continue to announce some of those changes, you will be happier with the system.
Ignoring customer desire for account wide WXP is the wrong choice. It penalises alts. It lowers A net revenues. It discourages team play in favour of ’ tagging’ specs. It’s deeply impractical when some of the Wmasteries have quite an impact. It encourages burnout. It makes a bigger gulf between hard core and casual wvw play.
Most of all it sounds like you’re not listening well, are inflexible, and support grind instead of content.
Please reconsider.
The problem with super elixir is you can kill your allies, wipe your zerg, kill your ram users etc with it, just by denying them water blast healing for 10 seconds.
The nerfs to super elixir were too harsh. Halve it’s duration, double it’s heal per tick, make it a 5sec water field.
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Does low revenue from WvW lead to bare minimum of dev resources invested into WvW?
or
Does extremely small allocation of dev resources, ineffective monetization, and alt excluding measures like one character only WXP lead to poor revenues?
Which came first? Are we sure WvW actually produces small revenues? Is the assumption of small revenues based on anything concrete or just a community myth extrapolated from the small commitment A net makes to WvW?
I only play 1 character, and still I want wxp duplicated across all characters. Discouraging alts is both unhealthy for the game and for gem revenues, both of which impact dev resources.
The main problem that we face in WvW or any other portion of the game/life in general is the sense of entitlement.
I play this, I own this. I want this. This is mine, not yours. It’s My Way.
It could also be a lack of patience.
I try to enjoy every aspect of Guild Wars. I don’t have alot of time to be spending playing a MMO. As an Active Service Member in the U.S. Military my time is limited, and what free time I do get is usually reserved for other things.
I enjoy Guild Wars 2 and Guild Wars 1, because they didn’t require that I have to play every day. Or Every hour or even every week to be good at them. There was no power-creep. There was a good story, and fun to be had with my Guild Mates.
However, I will be the first to say WvW is not without problems. I could make a long list of things I feel need to be fixed. This list would start with small issues like party bugs and not being able to right click to mail/whisper/invite from my guild/friends list. (giving me only a report option for my friends is silly) all the way up to game breaking bugs like Glitched towers and blatant use of hacks and cheat programs which have yet to be addressed.
However there is a extreme sense of entitlement in the WvW population. Just reading the forums the population comes off as elitist. Remarks such as PvE kittens and Sarcastic remarks about the Living World Content don’t do any favors to win over the rest of the Populations from sPvP or PvE.
If I was a new player reading the garbage that I see here I would be put off WvW in a second. Almost all of it is hate post and sarcasm, in addition to flat out attacks at the development team. I understand that the this is common amongst forums around various MMOs. Maybe it doesn’t help that GW allows for people to buy the game once and we are stuck with them forever, almost as bad as any free to play game which is out on the market.
However, I would like to point out that if you want any one to take seriously “we,” meaning all of us have in WvW. We all need to start start acting a little more like adults and a little less like spoiled children who didn’t get the shiny new toy we wanted this year for Christmas. Lay down on the floor and kick and scream, cry and yell. But when your done throwing your little tantrum the wold will still be the exact way it was before and nothing will have changed for the better.
Lets try to be mature, and lets try to have fun. We don’t need to be any bigger kittens then we already are.
Cheers.
Oh give me a break. Chalking up dissent to “a sense of entitlement” is one of the most hackneyed and ignorant attitudes there is. What you fail to realize is that ANet (or any other business) NEEDS us to use and enjoy their product, and when they don’t perform to the satisfaction of their customer base it represents a failure on their part, not ours. That’s the way things work in an open society. I have over 35 years experience in a global industry and I will tell you with great certainty that demanding customers are the lifeblood of any successful company. Those companies reliant on customers who passively accept whatever they deliver, or who ignore what their customers are telling them, are doomed to be eaten alive by competitors who embrace criticism and constructively respond to it.
Whether ANet realizes it or not, they need a lot more of us and a lot fewer of you.
Heavily and visibly favouring one customer base over another e.g. failing to treat wvw as seriously as living story, ignoring customer frustration levels, having a tiny wvw output, transparent ’ dog ate my homework’ released vertical power grinds like wvw mastery of the month, no commitment to any reassuringly visible/concrete roadmap for change and improvement.
These are all the types of problems in any industry that invite a competitor to do a bit better and take a large segment of customers away.
Whether the dissatisfied customer base expresses itself politely or impolitely is irrelevant to a company, what’s relevent to a company is do they want to improve their service to that customer base , do they want to keep that customer base.
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Both. Seriously, after a whole year we are badly overdue for both, and different teams work on each I expect.
While each individual LS update is theoretically open to all players, in effect you have to play pretty hardcore and without missing any updates, because of power creep with every patch. If you don’t grind any LS update, for whatever reason, you are hosed and fall a bit further behind.
Is Living Story content subverting and taking over gw2?
LS includes some good variety like PvP games, jumping puzzles, crafting, broker/trading opportunities, lore, mini-games, PvE events but has some glaring ommissions like it never ever has anything positive for WvW.
Does LS have a bad effect on the general functioning of the rest of GW2? We haven’t noticed a completed karma temple event all week on my server, everyone is PvBossFarming and the world is empty etc.
Can’t afford anything on the broker any more? That’s because you didn’t grind living story to be part of the massive inflation problem.
Can’t use the latest sigils or runes? That’s because you didn’t grind living story.
Can’t access the latest gear sets? That’s because you didn’t grind living story.
Can’t use the latest food? That’s because you didn’t grind living story.
Living Story feels like in some ways it is actually the enemy of WvW. Every 2 weeks its yet more opportunities only available from from LS that affect WvW balance, with zero obtainability inside WvW. LS never includes WvW players, but always affects them, and never positively (runes of perplexity with no ICD… lol… who designed this? have they ever heard of the existence of WvW?)
Similarly Living Story is increasingly becoming a exclusive hardcore only club, excluding anyone who doesn’t do all of each LS update on it’s crazy 2 week schedule. Only those who grind every update have decent access to all the special opportunities, whether it’s unique power affecting items, or massive economic advantages.
Living Story content is progressively supplanting all other content, because it has to be done, has to be done now, and never missed.
LS power changing contents should remain available forever in some form, and any game mode affected by it, should each have a method of gaining the unique offerings.
Game modes should be more compatible and less combative: for example, each boss killed by servermates in queens pavilion, should increase volume and rarity of loot chances and watchwork sprocket drops from the next tower champions etc in wvw for example.
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3 questions for Devs (Devon) that haven’t been mentioned so far:
1) Mechanics overhaul to allow more variety and counters to the hammer-stun-train in open field; for an example retool retaliation so ranged could actually punish a stack without getting so much retal damage the ranged have to stack up for some healing, thus just making them an easy target for the hammer-stun-train to roll over.
2) Anytime the class skills balance team are interviewed, they talk about the 2 game modes, PvP and PvE and what’s needed, emphasising they have no kittening clue that WvW even exists. This shows in how often skill balances are completely unsuited to WvW (also things like new equipment runes etc, have any of these guys even played all game modes?).
3) Force living story teams to make content for all of the game, including WvW. LS include PvP games, jumping puzzles, crafting, broker/trading opportunities, lore, mini-games, PvE events but never ever anything positive for WvW. Living Story is actually the enemy of WvW, every 2 weeks its yet more opportunities only available from from PvE/crafting that affect WvW balance, with zero obtainability inside WvW.
P.S. character bound WXP as a vertical power grind is stupid, and also lowers A-net revenue, by punishing alt play (and alts gem needs), and stifles general “free to choose” game play, you must grind wxp only, or fall far far behind – eventually people choke on ‘forced to play’ mechanics, burn-out and de-install.
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Poe you’re describing things a bit one sided. Many engineer blasts aren’t attached to intrinsically helpful skills, they’re attached to trade off, lose something (like a turret or reposition) in order to gain the blast finisher. This isn’t true of most other classes blast finishers, they are generally gain skills, e.g. lose nothing, do nice damage, with blast finisher as well.
Make PBR a whirl finisher, that hits 360°. Update animation with multiple gloves that spin. Problem fixed, now a gadget worth using.
Normally harder to play classes come with higher potential performance though.
Engineer is more actions per minute, with stricter timing, often for similar or lesser results. Make an objective comparison of elixirs vs. shouts, elixirs are a similar but both more complex and weaker version, for one example.
Grenades used to be excellent for example defending bay under water, now they are close to useless – they travel too slowly, spread way too far and most of them miss at all ranges.
Grenades underwater are only semi useful for pve mob farming in the current state, and still massively inferior to many classes regular main weapons (despite not being swappable, costing a utility slot, and our single choice of underwater weapon being pretty lackluster itself).
Is it really necessary to have grenade kit underwater so vastly less useful these days? Why did it get so bad? The kitten ‘nades never hit anything that isn’t a stupid mob moving slowly.
[Elementalists] have access to more fields
Do they?
Elementalists have Fire, Water, Ice, Smoke, and Lightning.
Engineers have Fire, Water, Ice, Smoke, Light, and Poison.
Are you saying you’re going to use Mortar for ice?
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Engineer doesn’t have proper access to stability since like week 3 when they clusterkittened juggernaut and never put stability back in any worthwhile form. This makes engineer hard to play and very hard to level in wvw. Your cc options are largely worthless against people with stability, and their cc options are great against you when you lack stability.
Why not have Living Story on a 3 weekly update schedule, which is far less exhausting and gives many more people a chance to actually do the content.
The spare team this would free up could then do a wvw update with some actual real content in it every 2-4 months.
This seems like a better compromise as a lot of LS fans are questioning how fast the LS content appears and how much time it monopolises, and equally many wvw fans are very concerned that they got no real new content for the last year (underwhelming and rarely used seige-razer event & vertical ‘power not skill’ grind achievements = lame).
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Should have posted in the Queen Fluff forums. Devs are there
I posted in both forums to see both balances of viewpoints on this from LS fans and WvW fans.
However the mods changed the thread title to “I want more wvw stuff” and when I changed it back then moved the thread into this forum. It appears discussing the dev assingment focus on living story isn’t something they want to allow on the living story forums.
Or in short, questioning of dev time allocation, seem to get moved to a forum devs don’t read.
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Nearly a year now, surely it’s embarrassing that engineer downed skills are still so unbalanced.
how will you cap retaliation as my retaliation only ticks 1 time but thats the same with all the other 79 players so if you can find a cap that dont stop all 80 players from trikering when they take damage im up for it
There’s a ton of ways to make retaliation work in fights bigger than 5mans. Example:
A player can only take 5 retaliation hits in the first 5 seconds, then one new retaliation hit per second after the first 5. Any retaliation hits beyond limit simply don’t happen.
Now range could actually aoe a melee hammer-train without having to stack those ranged for mutual healing vs retaliation, unstacked ranged makes them less of a sitting duck target for the hammer-train.
No. Living World and WvW teams are separate.
I think the issue is if living world has 150 people across art, code, design, testing qa, lore/dialogue then wvw only appears to have some intern for 2 mornings a month to come up with the latest mastery crap that will require decades of grind, and be yet more annoying and detrimental to skill-not-grind play and enjoying more than one character.
So how much for WvW in the latest patch…. (apart from more of the detrimental masteries that make WvW a one character only grindfest of exactly the same stuff).
LS content typically has crafting, jumping, pvp, collectibles, mini-games, PvE, trading opportunities. But zero for WvW.
Turrets are just a total mess.
Static Discharge should always fire at your target, or your cursor if no target.
Problem solved.
…
I am NOT saying that the current melee WvWvW meta is the pinnacle of fighting and skill. I dislike it a lot. Trust me. I have been spending dozens of hours trying to think how to make engineers viable and counter the melee train, but so far I haven’t figured it out.
Reworking retaliation would be one step forward to counter melee trains, you need to have smart ranged able to stand off the side and nuke a packed train without killing themselves.
Either making retal only ever a % of the damage it caused (maybe between 5-10% based on power) Or receiving retaliation damage is limited to maximum 5 retaliation hits per 5 seconds or something similar.
Either way ranged need to be able to pressure melee trains without having to stack those ranged to get healing vs retal (making them an easy target for the melee train).
Some aspects of GW2 make me wonder if the A-net devs have actually played other MMO’s, a lot of large scale mechanics problems seem to be flaws of a ‘console game’ design viewpoint.
This absolutely needs to be available.
250 badges is a superb price point.
Still haven’t heard a peep from anyone on it.
Just keep bug reporting the lack of a reset feature and eventually it will come.
Adding some WvW skins would take exactly the same time as pve, arena mode or gem shop skins for just a few examples.
So skins are suddenly content now?
Not really, but I haven’t seen the art departments do anything for wvw in the past year, except possibly some icons / UI to see ones grinding of the same content.
If you surveyed a different guild you’d get different results, for example based on chat in my guild:
“over 95% of guildies simply delete the tokens and ignore the whole patch, because as usual it offers zero way for WvW players to get involved and requires vastly too much time away from defending our server (and providing those buffs) to bother with.”
It funny, WvW players spend so much time in WvW they think the WvW buffs matter to PvE players.
They could have tried to include WvW players in the promises. Maybe something like half price on supply or stealth traps for either candidate. I suspect the supply trap candidate would win that one, but it’s not like the election is full of lop sided nonsense.
It would have been nice if the manifesto of both candidates had acknowledged the wvw playerbase in some way with a choice of wvw effects, and there was somewhere inside wvw to utilise the tokens. This would have made it a patch that wvw guilds could finally care about.
Adding some WvW skins would take exactly the same time as pve, arena mode or gem shop skins for just a few examples.
Poor design decision. If enough people ask for it to change, it probably will be eventually.
Unless something is actual content, then complaints about getting no time from the content devs are entirely justified.
Sidetracking but the sheer months of time that crippling core mechanic bugs like orb hacking, culling and skill lag exist for doesn’t let the wvw coders off the hook either, but this is a thread about the pitiful lack of content in the first year of wvw.
I think it’s great that living world exists, even if I’ve never seen any relevance to myself at all as a WvW player. I am however concerned that there is so kitten much spare dev time that living world content can be made every 2 weeks and thrown away as disposable content and yet….
There’s been no new content in WvW for nearly a year.
No! fixing horrible bugfests after months, like culling bugs not displaying 70% of your opposition and allies, is not new content.
No! disabling rather than reworking a major mechanic like orbs (partly because it was exploitable, and also detrimental to fun) is still not new content.
No! still having massive skill-lag bugs that can leave one unable to activate some or all skills for minutes at a time is not in any way new content, even if it ever gets fixed.
No! adding horrible vertical power grinds that make one have to replay the same content (for decades apparently) to not have massive disadvantages like 2.5k less hp, isn’t new content. It’s just an endless grind to repeat the same content. (Also doesn’t it contravene the whole design promise to have skill matter more than grind?)
No! Having a few of the armour options finally available to wvw players, and many still entirely unavailable, this isn’t new wvw content.
Why is there no new art in WvW in a year?
Why is there no new zone in WvW in a year?
Why is there no new subzones or meaningful changes to existing zones?
Why is there no new NPC’s or environment changes?
Why is there no new objectives or mechanics?
Why is WvW, which is such a popular game mode I frequently have long long queues to even enter it, treated as ‘dead-world: no new content’ by A-net? Is no-one in design & art working on WvW at all? Couldn’t you spare even a single 1 of the now bi-weekly updates to do anything for WvW players?
I love how people keep complaining about WvW (no wrong with doing that since it is lacking in areas) but for some reason always seems to ignore or “forget” all the stuff WvW have actually gotten since release.
WvW have gotten stuff in more or less every single release these last few months, some bigger and some smaller stuff, but they have gotten stuff nonetheless.
Wrong! None of it was new content.
That would be like me saying that all living world content should cease because bugfixes or achievements happen for PvE. I would never say such a thing. I’m just asking for any sort of balance of effort at all.
If you surveyed a different guild you’d get different results, for example based on chat in my guild:
“over 95% of guildies simply delete the tokens and ignore the whole patch, because as usual it offers zero way for WvW players to get involved and requires vastly too much time away from defending our server (and providing those buffs) to bother with.”
I think it’s great that living world exists, even if I’ve never seen any relevance to myself at all as a WvW player. I am however concerned that there is so kitten much spare dev time that living world content can be made every 2 weeks and thrown away as disposable content and yet….
There’s been no new content in WvW for nearly a year.
No! fixing horrible bugfests after months, like culling bugs not displaying 70% of your opposition and allies, is not new content.
No! disabling rather than reworking a major mechanic like orbs (partly because it was exploitable, and also detrimental to fun) is still not new content.
No! still having massive skill-lag bugs that can leave one unable to activate some or all skills for minutes at a time is not in any way new content, even if it ever gets fixed.
No! adding horrible vertical power grinds that make one have to replay the same content (for decades apparently) to not have massive disadvantages like 2.5k less hp, isn’t new content. It’s just an endless grind to repeat the same content. (Also doesn’t it contravene the whole design promise to have skill matter more than grind?)
No! Having a few of the armour options finally available to wvw players, and many still entirely unavailable, this isn’t new wvw content.
Why is there no new art in WvW in a year?
Why is there no new zone in WvW in a year?
Why is there no new subzones or meaningful changes to existing zones?
Why is there no new NPC’s or environment changes?
Why is there no new objectives or mechanics?
Why is WvW, which is such a popular game mode I frequently have long long queues to even enter it, treated as ‘dead-world: no new content’ by A-net? Is no-one in design & art working on WvW at all? Couldn’t you spare even a single 1 of the now bi-weekly updates to do anything for WvW players?
Is this fixed yet?
Turrets hitbox was bugged out a few patches ago, and is now far larger than it should be, making them even more laughably crap for survivability.
Is Supplycrate using the right turrets and have traits working for them currently? that skill bugs out so often I just lose track.
Are the turret traits working again yet?
etc
etc
Is it really necessary to have bi-weekly living story content, when wvw has seen no content for nearly a year?
Every elixir that has a random chance to provide swiftness, including toss skills, should automatically provide swiftness every time, and the random chances should be between good buffs like protection, aegis, vigour etc.
Engineer lacks a decent stability, it’s a serious issue, especially in large engagements.
Against a small group or an unorganized group, it can be somewhat effective. However retaliation will kill you fast and a simple water field being blasted will negate pretty much all of the damage you do. It is still much better to spend your time building an arrowcart if you have the opportunity.
Good advice.
Do Elixir-S and asura still cause camera to break for anyone still using S post nerf?
they fixed it the day they made it hardly worth using anymore… how’s that for a joke.
That’s just kitten cruel!
How can it die? Was it get nerfed?
It wasn’t nerfed, it was deleted from game, and all multikit builds were nerfed as inept collateral damage.
If more effort for similar or lesser effect made you feel superior, you probably wouldn’t have left in the first place. This may be the underlying answers you will get on this forum, from people still or newly playing engineer.
If you felt engineer is still quite unfinished, with a few odd combinations that almost randomly work, but overall the engineer vision is inconsistent, unfocused and poorly realised, then not much has changed.
Last couple of patches were a bit better, so some cause for cautious optimism however in the big picture changes are still slow and we still get inconsistently taxed multiple times:
- HGH nades is still powerful for certain types of fights providing you can survive the retaliation damage.
- Overall turrets are still rubbish for anyone not involved with node-play or duels and heavily bugged.
- P/P is rubbish since elixir S & R were ruined and confusion halved in damage. It’s never ecovered from the overnerf in beta1 e.g. skill1, which also STILL bugged and fires as slowly as rifle.
- FT & EG are still confused what the hell they are supposed to do well is it power, condi, support, cc? Also sadly lacking in finishers/field like all kits.
- Bombs still don’t have needed radius/fuse/proximity detonation to reliably hit anyone who isn’t immobilised or unaware of them.
- Rifle/SD still offers less burst than a thief with none of the survivability.
Rocketboots would be a nice change if they fix the bugs on it, healing turret would also be nice if it survived long enough to even trigger the second part of it’s now multi-press timing heal (horrible to use in wvw skill lag etc) and so on. We still desperately miss reliable stability (since it was deleted from juggernaut and not put back anywhere else). No stability is a crushing handicap for any class.
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The devs have some clear ideas what they want other classes to be, but no clue what they want engineer to be. The devs only know what engineer are not allowed to be, this is why we so often see major negative balance and only minor or bug fixes to positive.
This is why if engineers find for example a complex method to burst, even if much harder to execute and with none of the survivability of thieves, that engineer build gets utterly deleted from game even when all multikit builds are ruined as collateral damage.
This is why super elixir was ruined to ensure we don’t support like guardians.
This is why our only reliable stability was taken from juggernaut, and not returned anywhere else.
It’s why when our magnet is downgraded with LoS requirements to be like other class skills it is not upgraded to a half second cast or given decent damage to be like other class pulls. Because it comes with other toolkit skills we are told, ignoring al the tax we already paid for having kits.
Like many crappy engineer implementations it’s completely unreliable. It either cures a movement impairing effect, or causes a incurable root. Sometimes for variety it will endanger / kill you by an unwanted dodge in a random direction unrelated to camera or movement keys. Including off cliffs.
More engineer RNG FTW. Not.
Hope they fix this faster than jumpshot. It’s a nice skill with interesting design, but needs reliable implementation.
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Look at warrior longbow, mixed power condi weapon with better field, better finishers, vastly better range, less retaliation damage.