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The better shortbow suggestions thread


tyrellian.3706

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The shortbow we've been offered is bad.  And probably unsalvagable without a complete rework.  This is a thread to post ideas for things which could be better.

My 2 copper:

Weapon mechanic: Electric charge.  Skills inflict electric charges on struck targets.  Individual charges last 10s and charges are independent to each engineer (you don't get benefits from another engineer's charges on the same target).  Each target may be affected by a maximum of 6 charges per engineer.

1: Arc Driver / Power Spike / Charge Pulse (0.5s, 900 range): A lightning bolt connects the bow to the target.

  • 0.5 damage coefficient, 1x torment (3s).
  • Does additional 0.1 damage and 1x torment (2s) per charge on target.
  • Charge Pulse (3rd in chain) adds 1 charge to affected enemies.
  • Pierces.

2: Chain Link (0.25s, 1s CD, 3 ammo, 8s ammo CD, 600 range).  Attach a chain to the target.

  • If there are no existing chained enemies within 240 radius, attach the chain between engineer and target.  Otherwise, attach to existing chained target.  Chains last 6s.
  • Chained enemies get 0.8 damage coeff. and 3s cripple on attach, and gain 1 charge.
  • Chained enemies get 2x torment (1s) and 0.1 damage coeff. per second while the chain is up.  If the chain is between two enemies, then both get these effects.
  • Enemies with 4 or more charges electrify their chains every 2s, dazing all linked enemies (0.5s) and inflicting 3x confusion (2s).  
  • Chains between enemies break if they move more than 450u apart; chains between enemies and the engineer break if they move more than 900u apart.
  • Projectile.

3: Drag Line (0.5s, 15s CD, 180 radius, 900 range, 3 targets, ground-targetted): Set up a traction line between here and there.

  • If at least one enemy is in the target area, pull enemies to the engineer, inflict 5x torment (3s) and 2 charges.  If an enemy already has 3 or more charges, inflict daze (1s) on that enemy.
  • If no enemies are in the target area, the engineer grapples to the target location while evading (leap finisher), and gains 3s quickness.

4: Disrupting Conduit (0.75s, 20s CD, 240 radius, 900 range, 5 targets, ground-targetted):  Fire an charged bolt at the location.

  • Inflict 1 charge on each target, then inflict 1x torment (6s) per charge on each target.  
  • If the engineer is inside the radius, steal one boon per 2 charge on each target.
  • Projectile, Explosion, Lightning field (4s).

5: Mass Discharge (1.5s, 30s CD, 360 radius (point-blank), 5 targets): Rip charges from enemies.

  • Apply 1 charge to each target, then:
  • Inflict 0.3 damage coeff. and 2x burning (3s) per charge.
  • Stun enemies with 4 charges or more (0.25s x #charges).
  • Blast finisher, Explosion, Unblockable.
  • Removes all charges from affected targets after effects applied.
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SB feels super clunky to use and not at all how engineer should feel for me, the joy of engineer is being able to quickly change to fit the moment be that in weapon skills, kits or other utility abilities without locking you in to a spot or playstyle until you can change back like with other weapon swaps.

so to fix this without straying too far from its initial vision I would propose these changes:

1 - the auto attack should (or a % chance to) trick shot on placed canisters with a reduced effect without them blowing up.

2 - the flip skills should not outright destroy the canisters and instead plunge down the syringe so we get 2 or 3 uses out of said canister when we want their full effect (each plunge should also be a blast finisher for scrappy dudes).

3 - change the effects of the current canisters, we already have easy barrier access for support, might for days (change the skill type to elixir for the might trait could work and add other boons we cant yet access to make this weapon more appealing than mace/shield), heal is fine (give it regen and vigor too) but the mesmer canister should instead portal your active canisters to a new location so you are not tied down to one spot after setting up your slow falling canister arrows.

4 - losing protection boon from not using a shield as support is too big of a loss and it should instead be added to the "over shield" trait to also trigger when applying barrier to yourself or an ally, granted this could mean perma protection but without a reliable way to provide it this weapon is dead on arrival

 

with these changes I feel SB could have a place in a support engineers arsenal.

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On 11/28/2023 at 8:36 PM, Okhu.7948 said:

Just get rid of Shortbow and give us a real weapon swap instead.

Omg yes! Im all for that, keep this stupid bow and let me swap in combat good lord! I am so hating the state of engi right now esp after seeing a beta thief do 35 k in temple of febe with axe!

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#1 Explosive Arrow:  Fire an explosive arrow at your target that hits all nearby targets (Explosion)

#2 Lightning Tether Arrow:  Fire a lightning tether into the ground.  Once multiple tethers have been placed, lightning arcs between them, damaging and applying confusion to enemies near the tether each second.  Lasts 6 seconds.  3 charges.  12 second cooldown.  
 

#3 Illuminating Arrow:  Fire a flare shot at a target location, which slowly arcs in the air revealing enemies for 3 seconds and pulsing barrier and protection.  After the arrow hits the ground, it pulses burning on enemies and vigor on allies for 5 seconds.  Fire field.  18 second cooldown.  
 

#4 Grappling Hook:  Fire an Arrow at an enemy that hooks them and then pulls them to you after 3 seconds.  You may activate this skill again early to instead pull yourself to your target.  16 second cooldown.  
 

#5 Detonate Arrows:  Cause the last two arrows you fired to explode, causing special effects - Lightning Tether Arrow:  All tethers explode dealing additional damage, confusion, and weakness in an area.  
Illuminating Arrow:  Your flare explodes, blinding enemies and granting allies additional barrier and protection. 
Grappling Hook:  Your hook arrow explodes, pulling in all enemies nearby.  
Explosive Arrow:  Your arrow explodes again, dealing Burning in an area.  
20 second cooldown.  
 

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