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???

"
Lina#9615 wrote:
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.
"
teobibu#1278 wrote:
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.
"
Twelten#1961 wrote:
"
teobibu#1278 wrote:
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.

Report Forum Post

Report Account:

Report Type

Additional Info