Crossbows vs. Bows (My Solution)

+1 to off hand gear to Crossbows. Reloading is fun and should stay.
Don't touch Xbows... You will end up abandon char before reaching 80 level...
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Theres been some debate about Crossbows and Bows where in cases like Gas Arrow vs. Gas Grenades they're basically similar yet Arrows seem more efficient and effective. (In hindsight Gas Arrows should probably just had half the AOE of a Grenade) Atm Bows have an edge gameplay-wise with the lack of worry for Reload or Cooldowns for attacks compared to Xbow.

I've been trying to think about their unique traits and I think I've come up with a few that I think should be considered and implemented to really create identity regarding builds.

One of the innovations of a crossbow over bow is the ease of use such as in the lesser effort needed to make or maintain a shot. But since technique and fatigue aren't factors in the game, there is one other factor that it can affect--- Sprinting/Running.

Crossbows practically handle better in motion requiring less effort and setup to make a shot. The Bows already got an edge with being exclusive to the Rhoa Mount. Crossbows need a similar edge that reflects their realistic trait.

Now hear me out...
Crossbows should be able to shoot while Sprinting /Running.

Crossbows could use a little more mobility to improve overall player experience with the constant dodging and swarming enemies that sometimes it feels you're not ranged anymore. This will definitely help with that by adding another way to play while also setting it further apart from comparison with Bows and their instant and mostly aoe skills. Now of course it could completely ruin gameplay by having an untouchable run & gun gameplay--- to balance it out, Accuracy while Sprinting is probably 15-20% less and Crossbows will have an innate (8-10%?) movement penalty while Sprinting (representing their weight) Stun thresholds still matter and will matter more in such builds. A much more active gameplay of dodging projectiles and watching the stun meter while sprinting . Stun threshold values should be tweaked for this playstyle to be valuable-- maybe Crossbow get implicit Stun Threshold Values or just higher Threshold modifier values considering the high risk of sprint tripping even ending map or boss runs immediately. Maybe even a 'failsafe' of being light stunned on close to limit stun bar (15-20% below) stopping ur sprint and continuing to sprint above that level is suscepible to heavy stun. (P.S. there should be an option to add stun indicator above character with maybe additional audio or visual cues) and then to incentive normal attacking aside from the drawback of trip stuns, non-sprinting attacks probably gain 10% more Accuracy and/or 10-12% increased Damage akin to more concentrated shots.


Bows should probably get a similar buff to represent their more precise and powerful talent-- While stationary, Bow attacks have 10% more Accuracy and/or maybe some damage (idk they're strong enough already tho)

These changes also allow Accuracy to be more sensibly impactful also in terms of how it realistically functions and affects dps. IMO its better than just setting differences in damage output when the nature and diversity of buildcrafting can usually override those or if they can't, it upsets game balance and player experience.

Bows can have the scalability compatible with damage not needing to worry about reloads or cooldowns but atleast Crossbows can get an advantage somehow that isn't just someething that can be outclassed like pure damage scaling.


or the ability to shoot while dodge rolling, since we dont need to nock the arrow and pull the string. +1
"
"
Theres been some debate about Crossbows and Bows where in cases like Gas Arrow vs. Gas Grenades they're basically similar yet Arrows seem more efficient and effective. (In hindsight Gas Arrows should probably just had half the AOE of a Grenade) Atm Bows have an edge gameplay-wise with the lack of worry for Reload or Cooldowns for attacks compared to Xbow.

I've been trying to think about their unique traits and I think I've come up with a few that I think should be considered and implemented to really create identity regarding builds.

One of the innovations of a crossbow over bow is the ease of use such as in the lesser effort needed to make or maintain a shot. But since technique and fatigue aren't factors in the game, there is one other factor that it can affect--- Sprinting/Running.

Crossbows practically handle better in motion requiring less effort and setup to make a shot. The Bows already got an edge with being exclusive to the Rhoa Mount. Crossbows need a similar edge that reflects their realistic trait.

Now hear me out...
Crossbows should be able to shoot while Sprinting /Running.

Crossbows could use a little more mobility to improve overall player experience with the constant dodging and swarming enemies that sometimes it feels you're not ranged anymore. This will definitely help with that by adding another way to play while also setting it further apart from comparison with Bows and their instant and mostly aoe skills. Now of course it could completely ruin gameplay by having an untouchable run & gun gameplay--- to balance it out, Accuracy while Sprinting is probably 15-20% less and Crossbows will have an innate (8-10%?) movement penalty while Sprinting (representing their weight) Stun thresholds still matter and will matter more in such builds. A much more active gameplay of dodging projectiles and watching the stun meter while sprinting . Stun threshold values should be tweaked for this playstyle to be valuable-- maybe Crossbow get implicit Stun Threshold Values or just higher Threshold modifier values considering the high risk of sprint tripping even ending map or boss runs immediately. Maybe even a 'failsafe' of being light stunned on close to limit stun bar (15-20% below) stopping ur sprint and continuing to sprint above that level is suscepible to heavy stun. (P.S. there should be an option to add stun indicator above character with maybe additional audio or visual cues) and then to incentive normal attacking aside from the drawback of trip stuns, non-sprinting attacks probably gain 10% more Accuracy and/or 10-12% increased Damage akin to more concentrated shots.


Bows should probably get a similar buff to represent their more precise and powerful talent-- While stationary, Bow attacks have 10% more Accuracy and/or maybe some damage (idk they're strong enough already tho)

These changes also allow Accuracy to be more sensibly impactful also in terms of how it realistically functions and affects dps. IMO its better than just setting differences in damage output when the nature and diversity of buildcrafting can usually override those or if they can't, it upsets game balance and player experience.

Bows can have the scalability compatible with damage not needing to worry about reloads or cooldowns but atleast Crossbows can get an advantage somehow that isn't just someething that can be outclassed like pure damage scaling.


or the ability to shoot while dodge rolling, since we dont need to nock the arrow and pull the string. +1


Or the ability to reload while dodging. Lineage gem that support this feature shouldn't exist!
Crossbow need desperately an of-hand gear or make them reach +10 levels with augmented runes like staffs.

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