But also upping their damage back to 125-140 or maybe even increasing the headshot multiplier instead, giving him an identity as a close-mid poke and assassin character but basically getting rid of the cross-map random spam sniping.
(Also making sense with real life arrows dramatically losing speed over distances, though realism doesnt matter all that much or at all in this discussion, just an fun fact)
I was thinking something like :
Storm Bow
-
Now has a damage falloff min-max range of 20-40 meters at a 50% scale, includes Storm Arrows/Recon, (worse off than Cassidy`s mind you).
-
Maximum damage per arrow increased to 140 from 120
- Or Critical damage modifier increased to 2.5x from 2x, (increasing his maximum headshot damage to 300 from 240 and rewarding more of a riskier playstyle)
Edit: Iâve come to realise that only increasing his primary fire damage while nerfing all of his other types of damage is a pretty big net nerf so to go with the mid-close range fall-off change he would need more compesation:
Storm Arrows
- Damage per arrow increased to 90 from 75
Or instead:
- Headshot damage multiplier increased to 2.5x from 2x across all of his arrows, while reverting his primary maximum damage to 120.
Sonic Arrow
- Cooldown decreased to 10 from 12 seconds.
Dragon Strike
- The initial arrow Now deals an extra 110 damage (from 140 to 250) if it contacts an enemy.