SW - Powerful Draw is too much
Posted: Mon May 27, 2024 4:24 pm
I’ve been testing this for months from both sides, mostly from the receiving end.
( I tend to avoid playing overpowered (OP) classes because I can't stand seeing low-level players being shot down like flies. )
My conclusion is that the 15% additive armor penetration is too much.
Here’s the problem:
I use Broadhead Arrow and Shadow Sting, two DoTs, and then shoot Spiral-Fletched Arrow. all Skirmish skills.
This combination is essentially the same as a sorc/BW's timed burst.
If the DoTs are cleansed, I can reapply them since these three skills have no cooldown.
Unlike sorc/BW, there's no counter to this burst damage, and you can do it while moving/chasing.
Compared to other ranged DPS, it's too easy to achieve this level of burst damage, and there’s no counter.
That's enough to categorize it as overpowered.
You might think that this makes them properly competitive against sorc/BW now.
However, making an OP class is not a solution. Don't just compare burst and periodic damage numbers; consider the cost to achieve these results.
sorc/BW sacrifice most of their survivability to achieve insane burst damage, which even has counters.
SW DoT(HD) masking without cooldown is comparable in value to the sorc/BW's burst damage, and SW are more survival-oriented than sorc/BW.
Currently, SW have all these advantages.
Here's an alternative suggestion:
Since their ranged knockdown requires preparation and its duration has been reduced to 2 seconds, it seems reasonable to bring back the original Powerful Draw—the range buff for the Skirmish line.
The problem was that destro melee classes couldn't catch Skirmish SW because of KD, snare, range tactic, Pin and M1 punt.
With the KD nerf, global CC adjustments, and even discarding GTDC (which should be removed), a 90-ish range for Skirmish shouldn't be a problem anymore.
Another issue was that nobody played other paths because Skirmish was the only viable option. That problem was resolved long ago.
Lastly, this change would make it fit as a mirror to the SH 13pt tactic.
Remove the 15% additive armor penetration and bring back the range buff.
( I tend to avoid playing overpowered (OP) classes because I can't stand seeing low-level players being shot down like flies. )
My conclusion is that the 15% additive armor penetration is too much.
Here’s the problem:
I use Broadhead Arrow and Shadow Sting, two DoTs, and then shoot Spiral-Fletched Arrow. all Skirmish skills.
This combination is essentially the same as a sorc/BW's timed burst.
If the DoTs are cleansed, I can reapply them since these three skills have no cooldown.
Unlike sorc/BW, there's no counter to this burst damage, and you can do it while moving/chasing.
Compared to other ranged DPS, it's too easy to achieve this level of burst damage, and there’s no counter.
That's enough to categorize it as overpowered.
You might think that this makes them properly competitive against sorc/BW now.
However, making an OP class is not a solution. Don't just compare burst and periodic damage numbers; consider the cost to achieve these results.
sorc/BW sacrifice most of their survivability to achieve insane burst damage, which even has counters.
SW DoT(HD) masking without cooldown is comparable in value to the sorc/BW's burst damage, and SW are more survival-oriented than sorc/BW.
Currently, SW have all these advantages.
Here's an alternative suggestion:
Since their ranged knockdown requires preparation and its duration has been reduced to 2 seconds, it seems reasonable to bring back the original Powerful Draw—the range buff for the Skirmish line.
The problem was that destro melee classes couldn't catch Skirmish SW because of KD, snare, range tactic, Pin and M1 punt.
With the KD nerf, global CC adjustments, and even discarding GTDC (which should be removed), a 90-ish range for Skirmish shouldn't be a problem anymore.
Another issue was that nobody played other paths because Skirmish was the only viable option. That problem was resolved long ago.
Lastly, this change would make it fit as a mirror to the SH 13pt tactic.
Remove the 15% additive armor penetration and bring back the range buff.