IustinusShiva wrote: » Longbow seems terrible at the moment, except only as a stat sticks for fighters and tanks. In addition to the above, the choice between wounded or snared for the status proc is pretty useless. .
Veeshan wrote: » It also only increases auto attack range and not actual skills so you then get a weird deadspot where u cant use skill but can attack which feels off for a ranger. Ranger skills imo should match the range of the bow range their using
IustinusShiva wrote: » Longbow seems terrible at the moment, except only as a stat sticks for fighters and tanks. In addition to the above, the choice between wounded or snared for the status proc is pretty useless. The class fantasy of using a longbow is standing in one place putting out big single target numbers - it's not a mobility gameplay like you'd want from a short bow. Short bow is more like a skirmisher style fantasy. Suggestion: move bleed from short bow and put it on longbow, and put snared in the short bow.
Snekkers wrote: » i will copy bow feedback from my thread hereAttack Speed vs. Damage: The current dynamic between longbow and short bow feels off. Longbow has a lower attack speed but is supposed to deal higher damage. However, in practice, the higher damage isn’t impactful enough to justify the slower attack speed. Range Difference: The range difference between the two bows is just 5m, which doesn’t feel meaningful in actual gameplay. It would be nice to see more distinct ranges, like short bow having around 20-25m and longbow having 40-45m. Role Distinction: Short bow could be designed as a high DPS, close-range weapon for skirmishing, while longbow could serve as a long-range, slow but heavy-hitting option. This would help solidify their individual roles in combat. Impact on Ranger Spells: It would be interesting if the attack speed and range of the bows influenced the cooldown and range of Ranger spells. For example, using a short bow could result in lower cooldowns but reduced range and damage on spells, while a longbow could have longer cooldowns but increased spell range and damage. Mismatch Between Basic Attack and Spell Range: It feels awkward that the basic attack range of the bows is different from the range of Ranger spells. If both bows share the same spell range, the difference in their basic attack range becomes less relevant. Distance-Based Damage: I heard an interesting suggestion that longbow damage (both basic attacks and possibly abilities) could scale with distance, rewarding players for maintaining maximum range for higher performance. This would add a skill element to using the longbow effectively.