Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Meanwhile you nerf Flash Wave and literally zero reason for 99% to ever use a bow, their kit is entirely lacking for all content, even healers will have 0 reason to use it because they are making the spammable heals share cooldowns, what damage skills does it have, Strafe, Zephyr and Snipe, that's it, everything else is utility, sword has more damage skills than bow does at that point.
And for comparison a bow with Flash Wave does 860% damage, a crossbow spin does up to 48 hits for 1296% damage, add on their extra projectiles and it does 1968% for 3264%, just add bonus damage stat of 100 and 96 hits will do 9600 damage flat to every target without a ton of damage reduction, that only swords might have. This is ignoring gale doing massive AoE damage if they spec for it. Also just the melee spin, if they want they can build range stat and go for the fan from a distance, now how do your melee save you. Also ignoring it does up to 80% more damage on the base spin per hit, so 80% damage boost after the first 10 of 48 hits, gonna be a lot higher. If they inflict 4 stacks of gale per hit, then it will explode up to 19 times for 150% damage in an AoE around every target. Also ignoring the archboss crossbow that will give them 330% DPS for 5 seconds to every target without ranged endurance. Also ignoring dagger poison, so another base 84% DPS to every target.