Multishot mana cost. cmon man

increase dmg, number of arrows or w/e

cost more mana as you level only for guided arrow synergy.

Bowazon is FFFF tier plz buff

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FFFF tier? …sure

I played her prior to the buff just fine. Sure, some tweaks would be nice like mana, for example mana costs for her elemental arrows are insanely high.

The only wish for a buff that I have for the Amazon - Bow - Guided Arrow, is the piercing. That has been disabled which doesnt make sense to me.

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Ehh more like a B-/C+, but expensive, and getting halfway usable tele frames is annoying.

Bowa is fine, it’s just that they’ve powered creeped other builds too much.

wut?? how on earth does that not make sense to you?

back when it pierced it would just bounce back and forth blasting holes through the enemy until it died with 100% hit chance

I didnt say, the old setup was okay. I said that it has been “disabled”, that doesnt make sense to me.
It shouldnt be disabled since guided arrow is physical damage, but should be limited to 1 or 2 piercing.

Cap it to benefiting from 50% pierce give or take.

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I like your idea with “50% pierce give or take”, but the thing is…they disabled piercing for guided arrow, but they buffed the minions. I do find it “not fair”. I can agree, if you pvp with 50% piercing cap, but against minions, it has to be open all the way to 100%.

but why? why not just leave GA as it is and give it a 5x damage multiplier? thats effectively what youre doing

i think pierce could be re-enabled, but with the new NHD delay changes, GA should be given like a 3 second NHD, and make it to where the auto target can’t target monsters under NHD. that way every arrow isnt hitting the same monster 5 times, which is not the intent or purpose of “pierce”. it’d basically function like chain lightning but contingent on pierce to keep going rather than # of bounces, and if it doesnt have a target itll do its normal thing of just keep going straight and still have the chance to hit something that it wasnt originally able to target

I guess they could put it back as long as they made sure that when piercing it wouldn’t go back to its previous target.

I think it is okay, if it goes back to hit the same target, but not pierce it 5 times.
1 piercing & last one hit.
It is just a small buff & it wont kill Baal on hell in seconds as some Characters can.

its not that simple. the % chance to pierce is determined by your chance to pierce.
and if the skill can peirce or not is a binary value, either on or off…

just like “chance to proc” you can only turn it on or off and then have the % regulated by your % chance to pierce.

you cant cap that % on a per skill basis.

this is the same reason they cant add “procs” to whirlwind and have it have a smaller chance then normal

its determined by a binary value in the column the code reads.

in order for that to change they would need to change how the code reads that entire column and modify every skill to work with the new way that column works.

and at that point you are likely looking at assembly language, and the people who know that are in all likely the most important people on the d2:R team and wont likely be pulled away for something minor like this.

its too much work and both the demand and the need for it isn’t there… just deal with it

idk about that one. d2 was mostly written in C. im sure theres some asm, but i doubt they used asm for something like that.

why are you so weird? most of your posts you state everything as actual fact when half of it is just your subjective view on it and the other half is just wrong information.

i don’t agree with his change, but it wouldnt be hard to implement. create a new column, as theyve created many new columns since d2r launched, and let guided arrow be the only user of this column, and let the column control pierce interaction by using different functionality. all they gotta do is load it, and then an if/else statement on if that column is set or not, and then the new logic of pierce only once instead of 5 times. the NHD change they made wouldve been much more work and they were willing to do that.

that would be a strawman and not a very good argument. all bosskilling abilities are melee or shotgun based, they have to be basically on top of him. long ranged ability that doesn’t have to be aimed is a different ballpark. making that comparison is not logical.

even if its just a small buff, why? why not just double the damage GA can do instead? why make it have a completely unique interaction with pierce?

if it was that simple then it could been easily done in the mods, and seem to recall greendude explaining why he can make whirlwind proc.

if it really is that simple… then why wasn’t that the original fix?

guided arrow is only used vs bosses who had too much defense to hit with other things.

it doesn’t even need the effect.

and sure if they could do it in the snap of their fingers sure… cap the pierce at 50%, and be done with it.

but honestly i wont ever understand the dev teams, feral rage flat out either has the wrong skill description or has a simple error in its coding, and has since LOD’s launch, and they never fixed that… and that WOULD be a 5 min fix.

the description stats it gains 4% life leech per lvl when it gains 4% life leech every other level on even levels.

what they touch seems to make no sense to anyone.

im not talking about making whirlwind proc. thats a different ballpark. im talking about his suggestion for pierce.

cuz its a bad fix? disabling it is easier anyway

yes, not sure how this is relevant to the convo

cuz nobody reports bugs effectively. also just a priority thing. the small things are easy but theyre also easy to ignore in favor of more interesting things. theres a bajillion things that display wrong ingame. theyve fixed a bunch of them. theres still many more. display fixes are nice but most people don’t really care, so its not where their priority is. it gets fixed if enough people ask for it.

idk about that one either. everything they’ve touched makes sense (i’d argue wsg as an exception to this but its whatever), its just the way they go about it most of the time when it pertains to adding things or reworking things is horrible. but all the things theyve worked on did need the work.

If it is simple or not…I dont care.
I just wish for “1 piercing & the hit afterwards”.
If Blizzard wants to look into it, that would be great.
How Blizzard will solve it. I honestly dont care. If I just could get that piercing + hit, it would make the game much more fun for me & I do believe they can solve it.

I have seen Assassins kill Baal so fast, I didnt even reach Baal when I entered the red portal same time as the Assassin, but I have never seen Amazon Bow kill Baal that fast.

I have seen many keep saying, do double damage instead of piercing. The Amazon already has Passive Critical Strike Skill which gives a chance to do double damage.
We cant have 2 passive skills that does double damage. It doesnt make sense.

which is coded the same way >.>

pierce is an “on” or “off” binary switch, the % is controlled by “chance to pierce” on skill and gear… just like “chance to proc is”

its the same type of coding, possibly even the same code just looking in a different column for a different effect, idk, all i can really know how to do is look at the tables itself and modify values, all the mpq editing was done by Necrolis.

i mostly worked on the lootfilter coding after he enabled it by mpq edits.

tbh
piercing is more fun than a straight up dmg increase

giving the skill an exclusive modifier/code to make it loses determined % of chance to pierce each pierce or -133% after 2-3 pierces sounds like a good “fix” to me

i dont know how troublesome it would be to implement this