Bow Nerf Together Patch 1

I did other tests (in Late Game) and the bows with a directional dash in the running attack are quite balanced, the bows that don’t have one are very penalised, becouse to reposition yourself you have to use the dodge if you stop attacking without dodging it takes a long time before you start running (about a second).

And at medium range (where you do 100% damage) you have to reposition yourself more often, if you have a light load it’s ok because the dash It’s very fast and you can immediately start attacking again but with the roll or walking/running you lose too much dps.

For charged attacks I think not because:

The most important thing for that is the fact that the arrows fall, before you could get so far away that the enemy AI didn’t know what to do, now, however, the maximum range corresponds to correct AI behavior, so at most you could do a charged attack and then you have to fight because the enemy responds.

There are still occasions where this doesn’t happen but I believe they will be fixed (Crucible is often still cheesable because of the level design but if they improve the AI ​​further the problem should be solved).

Alternatively a good solution would be that the damage could remain the same but charging the attack takes less time

For Runes Im sure it should work like that, because:

In the future you will get as many weapon combinations as you want, so I might as well have a bow and a staff, and charge focus with the bow and use the staff runes.

In my opinion, to prevent something like this, the runes of all weapons should have similar damage to each other, and to feel like mages they will have to have spells that cost more focus and wands and staffs should have more Gain focus, furthermore the focus should not be able to be obtained outside of combat (so no focus from food and gathering resources)

But to discuss the implications of this is a separate topic.

in my opinion the running attacks of the bows should always make you move in the direction you are running, I talked about it here: NEW BOWS Movesets and Runes can be Improved

I think it should have it (for the issue of mob behavior).

Makes sanse, poise damage too.

I think that aspect of the game and combat should be separated, now they will add enchantments for tools, there could be an enchantment that lets you get focus, but I don’t think it’s correct that you get focus without fighting only if you have collected resources, without your tool being enchanted.

Agree but I don’t like the numbers you proposed.

I believe that the damage should never go below 25% because at that point it doesn’t make sense not even for the stamina you use and it’s a very bad feeling the maximum range (the fact that the arrows fall) is sufficient to not let you cheese the enemies, I don’t know that makes sense that the arrow does 5% of the total damage when hit at max range.

In my opinion the distribution should be similar to this:

120% Damage (Totally melee) (now is 100%)

100% Damage (little more then Spear Range) (now is 100%)

75% Damage (little more then 2 Spear Range) (now is 50%)

25% Damage (max Range) (now is 10%)

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