Renegade shortbow and the UI bug — Guild Wars 2 Forums

Renegade shortbow and the UI bug

Nephalem.8921Nephalem.8921 Member ✭✭✭

They finally fixed the UI bug and shortbow feels clunky as hell again. Why can't the focus point for sevenshot be aimed at all?

I don't play a lot spvp so i really want to know if the only reason it's still like it is because condi shortbow renegade is super strong there.
Going ranged for sevenshot just to go melee again for the rest of the kit feels really clunky in pve at least.
Or maybe does anyone actually enjoy the way it currently is? Sevenshot is only good vs really big targets now or when in the perfect ranged spot. Being in the perfect ranged spot is always bad for pve at least and probably not great in pvp aswell.


  • Zyph.8401Zyph.8401 Member ✭✭

    I really only use it as a opener or if the target moves on its own, it's probably not worth moving yourself to use it. I do wish we could change the angle/focus of the shots but it doesn't bother me that much as it is right now

  • Yeah I also cannot understand why they are so adamant on making the skill feel clunky to use. That's just bad game design. Like if its too strong to let all 7 shots hit, then nerf the damage, but don't make the skill feel bad to use.

  • LucianTheAngelic.7054LucianTheAngelic.7054 Member ✭✭✭
    edited August 30, 2018

    In my testing, even on the medium golem target, the shortbow/mace/axe rotation is still the same or higher than just mace/axe rotation, so I don't mind it. It only gets better the bigger the enemy which is nice. Also in open world pve its super easy to hit sevenshot and annihilate mobs even on incredibly small targets after practicing with it for a bit. I still prefer it over Echoing Eruption, even at somewhat close range. Shortbow still is meh in pvp/wvw though and sevenshot doesn't really perform well there at all

    It's worth noting that you only need to hit about 1 to 2 of the shots for it to be better than the autoattack in terms of damage

  • Justine.6351Justine.6351 Member ✭✭✭✭

    I always thought sevenshot would be cool if it teleported the player to the location but also pulled any foes, struck by the arrows, there too.

    Anet buff me :-(
    Make me good at game!

  • Buran.3796Buran.3796 Member ✭✭✭✭

    They should remake Sevenshot into a less damaging skill but with either a evade move (like Ranger's Quick Shot) or a gap closer or some kind of block or blind or projectile destruction skill. The current damage the skill provides is unnecesary vs normal sized targets and the utter lack of defensive/mobility tools hurts its use in PvP/wVw.

  • Funky.4861Funky.4861 Member ✭✭✭

    @op: check your control settings- i can aim sevenshot very easily and swing it around with gay abandon so that the point is exactly where i want it. I can't remember which settings i have, but 'fast with range indicator' is one of them.

  • Zyph.8401Zyph.8401 Member ✭✭

    @Funky.4861 said:
    @op: check your control settings- i can aim sevenshot very easily and swing it around with gay abandon so that the point is exactly where i want it. I can't remember which settings i have, but 'fast with range indicator' is one of them.

    I think he's talking about aiming the convergence point. As it is now you can swing it around 360 degrees but the spot where all the arrows converge (the most damaging spot) is always 900 range

  • Funky.4861Funky.4861 Member ✭✭✭

    All the shortbow skills are 900 range; i didn't think that was the problem as the op specifically mentioned aiming. Something that caught me out when renegade was new was the short delay between releasing the skill button and the skill firing. You have to aim for where you think your target will be in about 1/2 a seconds' time (assuming it's moving) unless it's immobilised somehow.

  • Majic.4801Majic.4801 Member ✭✭✭

    The skill makes a decent opener in PvE against mobs that haven't aggroed yet, but is utterly worthless against anything moving, and is far more clunky than a GW2 skill should be. Plenty of room for improvement.

    Perhaps just have the arrows converge on the selected target instead?

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