I’ve been playing around with some test bowazon builds offline to test out how much better the synergies allow the bowazon to perform.
I’ve tested with the following bowazons so far:
- Fully decked out “Top-tier” level 99 faith + pride build using fortitude and max dex setup
- Budget level 79 build using harmony and no high end runewords, most stuff tradeable with pgems. A pretty good representation of a bowazon who has beaten hell and farmed/traded a little bit
See the compared results with my previous tests of the same builds in 2.3 below - results are for players 1 cows and players 8 in single player.
Top-tier bowazon, Players 1
Current patch “2.3”:
- Multishot: 1,402 to 7,216
- Guided arrow: 1,986 to 10K
- Run time: 3m19s
[https://youtu.be/EQKI8_usAyg]
PTR “2.4”:
- Multishot: 1,426 to 8,012 (11% increase)
- Guided arrow: 1,961 to 11K (10% increase)
- Run time: 2m50s (17% faster)
[https://youtu.be/XtiZ_Sr816s]
Both runs above using the same map. Note damage numbers include enchant.
Top-tier bowazon, Players 8
Current patch “2.3”:
- Multishot: 1,271 to 7,128
- Guided arrow: 1,811 to 10K
- Run time: 7m20s
[https://youtu.be/4k4GA1ay6dg]
PTR “2.4”:
- Multishot: 1,426 to 8,012 (12% increase)
- Guided arrow: 1,961 to 11K (10% increase)
- Run time: 6m32s (12% faster)
[https://youtu.be/oLl-Hh80QAY]
Both runs above using the same map. Note damage numbers include enchant.
Budget bowazon, Players 1
Current patch “2.3”:
- Multishot: 578 to 1,629
- Guided arrow: 870 to 2,453
- Run time: 7m23s
[https://youtu.be/0J9hxU8Mx7Y]
PTR “2.4”:
- Multishot: 839 to 2,367 (45% increase)
- Guided arrow: 1,178 to 3,325 (36% increase)
- Run time: 6m16s (18% faster)
[https://youtu.be/HBPHVdyL4yM]
Both runs above using the same map. Note damage numbers include enchant.
My initial concerns, mixed in with my findings:
Power creep for ultra end-game
Even in the very best bowazon setup with loads of off-weapon ED, the damage buff is still 11-12% on multishot.
This is still a meaningful boost that’s not really needed for this level of gearing, bowazons or any build for that matter should still struggle with players 8 play no matter how well they are geared up.
Now for players 8 cow runs, the top-tier bowazon setup clocked in at just under 7 minutes.
With the damage boost, it increases the chance of putting monsters into hit recovery or preventing them dealing damage at all, allowing the merc to get surrounded and still survive reasonably well.
For this build, the net result for doing players 8 runs in 2.3 is in the “small challenge but manageable” category. In 2.4 with the current synergies, this will likely turn those runs into the “somewhat easy” category.
Power creep for hell completion
Basically the same points above, but much more compounded.
Budget bowazons look like they will get a 50% damage boost on multishot now. This is a larger boost than removing the 25% damage penalty.
In the budget bowazon cow run for 2.3, I had to baby sit my merc a lot more to make sure he stays alive. In the 2.4 run, I was a lot more mindless of how my merc was doing and overall it felt far too easy considering the play time required to get to this stage is very short - 40 hours at most starting from scratch.
Stat point risk/reward balance
There are some bowazons that go max dexterity, some that go a mix of dexterity and vitality.
On raw numeric terms in 2.3, each 1 point in vitality netted a larger life boost than 1 point in dexterity granted a damage boost, but in actual game play dexterity is valuable to keep kill speeds up and also make the game more thrilling with a lower life pool.
With the 2.4 changes, the risk/reward balance for vitality vs dexterity is now skewed in favour of putting points into vitality. The value of each point placed in dexterity is now further diminished compared to each point into vitality.
A bowazon that goes 50/50 into dexterity and vitality - who can get away with much sloppier gameplay and still survive - can deal fairly close damage numbers to the bowazon who maxes dexterity.
While both builds get the synergy damage benefits, the reward for going max dexterity for a bowazon is now much steeper and less attractive.
PvP balance
This is something I don’t have a particular interest in, but a number of people have expressed concerns about PvP balance even when the first set of guided arrow changes were introduced.
Now with the +12% damage synergy on top of this, this would very much cement those concerns. Those who have interest in this area can express their concerns in more detail, but I think this is going to put off a lot of people.
So, rather than adding these synergies for bowazons, here are a few suggestions:
- Buff immolation arrow damage instead of reducing the cast delay. The fire bow skill tree needs buffs more than physical bowazon skills. More details in the post below.
- Address lack of usage for crossbows for game progression and end-game. Some suggestions:
- Make crossbows specifically deal more crushing blow damage. Increase the damage from 1/8 to 1/6 for normal monsters, 1/16 to 1/12 for bosses
- Add auto mods on crossbows for Amazon only: Critical Strike, Penetrate, Pierce, Magic Arrow, Multishot, Guided Arrow, Strafe
- Increase the base damage of crossbows on a case by case basis.
- Address guided arrow specifically as this and the ability to deal single target damage is the main weakness for bowazons. Some suggestions:
- Add a small chance to ignore blocking on guided arrow. For example a 12% chance at level 1 and +2% chance per level thereafter. Make this mechanic PvM only
- Make its ability to track for targets better again (this was a nerf from some patches ago)
- Address some general balance issues around itemisation for casters vs melee characters. More details and suggestions in this post:
Thanks for your time and consideration.