Передайте разработчикам спасибо за игру, она очень крутая. Арт дизайн, музыка, атмосфера мое почтение.
Tell the developers thanks for the game, it’s very cool. Art design, music, atmosphere, my respects.
Its description doesnt make that entirely clear, if intended, esp since there isnt a large difference outside of cost between holding fire on regular flurry and channeling it. It would also mean that the only build even proccing or getting any real use out of the marksman passive is the dragon fire build which is even worse.
There is a fairly large reduction in the “down time” between the final swing of one “use” of Flurry & the start of the first swing from the next use of Flurry, that’s what the channelled node gets rid of.
I could be picking the wrong figures, but if we take a 0.94s duration for all 3 swings, the second swing having a “cast delay” of 0.23 & the 3rd having a cast delay of 0.46 (0.23 + 0.46 = 0.69s) there should be something like 0.25s between the first full use & the second for non-channelled. I’m not entirely sure & @Dammitt isn’t exposing all of the data.
Possibly, but I’m not sure I’d go so far as to make that claim just by looking at the number of guides (which will likely be slanted towards Falconer & the new skills because new & shiny) or what streamers are doing (for the same reason), though the Marksman is underpowered compared to the Falconer, this is undeniable. I also probably would like it if they changed the passive to work with channelled bow skills.
It is workingas intended. This is how all the channeled skills work. People have found this out with Healing Hands/Cleric’s Hammer or Life Drain/Skill (can’t remember it’s name.)
But given this does come up numerous times, this could be a tooltip suggestion to help clarify it.
And thinking about this, I just had a wild, obscene thought. I wonder if anyone has tested Warpath with Unbroken Prayer and Cleric’s Hammer?
It wouldn’t proc a channelled skill. There was a bug years ago where you could get the Ele nova when hit idols to proc the channelled version of the skill, no way are they letting that happen again.
its clearer than descriptions that say “near by” (how close is near by???) or “recently” (how long is recently???).
the difference between them is extreme.
first, it becomes a continuous attack, instead of burst.
second, you become immune to all stuns while channelling.
third, it opens up resistance nodes and more damage nodes with guaranteed multishot.
this is what i do.
the marksman passive has a duration and if you use flurry+multishot as a mana spender only and then use puncture as a generator + buffer, you can stack bleeds and get bonus 20% attack speed from frenzy while also getting marksman passive bonus with just 2 buttons.
you still have skill slots for Shift + Smoke Bomb.
i ditched Shift for Net and use Smoke Bomb as traversal, because Net can immobilize/slow enemies and enemies affected by Net cannot dodge or avoid crits, and it gives you 10% more global damage.
the jump distance on smoke bomb is so nice, i can literally jump across my screen 5120x1440
Why do I not remember this!!! OMG I bet that was a sight.
ive gone through an tried every build i could find besides rain of arrows including creating my own for marksman. Ultimately it always ends up looking alot like this, either i end up having to scale some non marksman thing in order to do enough damage or i must sacrifice damage for survivability because abilities dont scale well and there arent enough survivability passives to keep a build going where i need to maximize damage scaling on gear.
So they made an ability whose functionality is intended for marksman, but doesnt actually work with the marksman passive? And this is working as intended. Thats a big ooof.
That’s a bit of a leap. As a channeled skill you active/use it once. So as a procced ‘on use’ skill, as @llama8 already mentioned, it’s as intended.
Llama also mentioned that Marksman is known to be fairly outdated as a mastery and EHG as stated numerous times they intend to working on balancing passes as time goes on and the passive might get another look. But, hey, snarky comments are always the best strategy when putting in feedback/suggestions you want to be taken seriously.
Any ETA on the patch? Was hoping to see certain skills getting fixed before I wanna play again
Lets be serious here for a second. The entire channeled flurry section is centered around proccing multishot, a marksman ability unlocked through passives. For it to not work with the marksman passive is more than just “outdated”. And saying they will do it in the future is just a cop out.
I think you need to get a grip and stop white knighting when there clear and obvious design problems that arent going to get fixed with a balancing pass. Its an absolute clown fiesta when the best build for marksman is an explosive trap melee build that wouldnt even be a marksman build if it wasnt mandatory to take the spec for detonating arrow. And this even even the only class with a spec thats a dumpster fire.
that is called “balance issue”
they just need to do 1 tiny thing and it will break the ENTIRE build for melee.
delete the -mana cost for DA on the dagger.
the ONLY reason it is more usable on melee, is because it uses 0 mana for DA AND you can have 0 or very low mana on throwing from 2x rings.
i have replicated the build with a bow and the only way i can sustain it was when i take the node that removes mana cost, BUT you then only have 15% chance for explosion which is where pretty much ALL the damage for it comes from.
so, it will be more balanced if they force melee to take that node as well.
You do you.
Been around the game, and the company, long enough to see when they tackle stuff they do a lot of really interesting things. They try stuff. The make mistakes. They do things to rectify it. They listen to feedback. Mike responds to so much of it in his monthly’s that Andrew Tilley started compiling a massive (and awesome) thread to keep everyone informed on what is on the plate. And given he’s got a finite time to do it, you can damn well bet they’ve got so much more they’re working on and stuff they want to do.
If that’s too much “White Knighting” for you, you are more than welcome, and advised, to use the forum feature that allows you to Mute people.
“Near by” is most of the screen, “recently” is 4s (as the game says in several places).
You sure about that?
Yeah, I think the initial intention for MM was that being ranged & mobile would be a fair bit of the defensive package. Which doesn’t really apply to channelled builds.
It’s one particular node that it doesn’t work with (plus the channelled node in Hail of Arrows).
yet its not stated on the actual nodes or places that you see it.
the point is that they dont need to use such vague words, they should just say in ‘10 meters’ and ‘in 4 sec’.
most of what size screen? mine is 5120x1440
whats the difference between “close” and “near by”?
another one “far away” and “distant”?
yes, otherwise i would have died SO many more times from stuns, because its a silly mechanic and i hate it so much.
Some nodes do, but not all, true (for the “recently” at least).
IMO for distance-based things they need a visual indicator (ideally as a toggleable option) rather than just saying that it’s X meters & then never saying how far that is…
at the very least this is where the in-game guide is supposed to come in.
1 page showing you the distances using the monolith floor which already has some kind of indication
something constantly visual would be ideal for the damage increases from near by enemies, but hey, we cant have all the things.
Buffing a class isn’t an easy thing, first the have to identify what to buff, & then how to buff it. They can’t just throw numbers at a class & see what happens.
Which is why Class Buffs are usually done on a cycle by cycle basis.
They’re doing what the players asked for.
The results of their survey showed that players want overperforming builds nerfed during the cycle.