Crossbow Reload vs Infinite Spear Throws - A Design Mismatch That Undermines Combat Balance
When we talk about investing Passive points with Crossbow gamestyle, we talk about:
1) Reload time 2) Damage of Crossbow (general) 3) Damage of Crossbow with special range conditions 4) Grenade damage 5) Grenade area of effect 6) Grenade number of shot 7) Fuse time of Grenades 8) Projectile speed 9) Movement speed 10) Attack speed 11) Ailment threshold 12) Ailments change 13) Ailments damage 14) Ailments damage speed 15) Damage after Ailments special conditions 15) Armour 16) Evasion 17) Special conditions damage Reduction 18) Minions, Companions 19) Defences and damage of Minions, Companions 20) Spirit 21) Skills cooldown recovery 22) Grenades cooldown recovery 23) Presence radius 24) Critical hit chance 25) Critical bonus and reductions 26) Elemental penetration 27) Herald skills damage 28) Herald spirit reductions 29) Herald skills area of effect 30) Shield defence points 31) Mana amount 32) Life amount 33) Skill effect duration 34) Buffs and Debuffs effect speed 35) General Banner investments 36) Accuracy points 37) Attributes 38) Mana regeneration rate and cost 39) Low life investment build 40) General investments on consuming bolts 41) bla bla bla ... We reached tomorrow! Seriously now Devs all we ask is a damn gear item that will bring a little relief to our painfully investments that other weapons don't have. Why on bows and not on Crossbows. After all the bonus will be 5-10%, not more. What are you fearing??? Balance??? | |
" Absolutely, based on the facts, the Crossbow build requires an extensive investment in various areas, from reload time to ailments damage and even minion scaling. It’s clear that managing all these aspects can feel overwhelming, especially when other weapon types don’t face the same level of complexity or need for such wide-reaching investments. Remember the previous patch where the Mercenary passive tree could be one of the longest trees out there just to reach those specific nodes? Even in this patch, this is still true for some builds. It's clear that certain builds are still feeling the weight of overly complex or stretched-out passive trees, making it harder for those weapon types to compete on the same level. |
![]() |
I think this is where the current meta is at right now.
Bows>Spells>Spears>Quarter Staff>Crossbow>Hammer. |
![]() |
Practically its impossible to invest little of everything. But this everything in Crossbows is tripled as in other weapons.
I can't understand why Devs don't see it. Maybe the 2 Merc missing skill will solve the problem? Maybe more passive points with Act 4. I don't. They need to enlighten us. |
![]() |
" Exactly this. Crossbow builds feel like they’re paying a triple tax just to function, while other weapon styles can go all-in on one or two investment paths and still feel strong. If the missing Mercenary skills or extra passives in Act 4 are supposed to fix this, then we seriously need that info now, not later. Right now it just feels punishing, not tactical. |
![]() |
" How many investments should we do with crossbow use, so that we can bring the char to an acceptable level? Reload isn't important and should go, or at least give us the option of quiver. The gems related with Relaod speed are spending one more socket that is essential for damage. The best idea is to bring a new item for crossbows that has the exact use as quiver in Bows. It's not fair for Crossbow to treating it like that. Bows and Crossbows are the same two handed weapons. |
![]() |