Let me Copy/paste what I wrote 1 day after archer rework hit global lab:
No acc boosts, no reliable i-frames (8 and 9 sec long CD.....!!!) Radiant explosion is still very slow, meteor dive and other kiting skills are still toooo slow and with same bad partial protection, the Point of Origin issue is REAL. Full bloom does no dmg when shoot from above....
Generally this rework brings almost nothing to Archers greatest weakness: slow/bad kiting skills and no reliable i-frame, weak acc modifier, too long partially protected animations.
Also when we compare pve dmg output of 310/312/400 (kutum) character created in Global Lab with Life Server Sage pve dmg - Archer is miserable.
Another plain dmg boost will lead to:
- forum outcry that will cause a few dmg nerfs and after that Archer will stay with nothing...
- similar geared players will destroy archer as he is still squishy and cant escape from incoming dmg/grab.
- PA being satisfied with the "rework" and doing nothing to fix archer for another year or two
- its a downgrade of competetive pvp as there is no better "outplay ability" coming from the rework (while other reworked classes get faster with juicy cancels and skill chains)
After looking at all other reworks other than Archer, Archer's rework is lacking flatout. I realize this is negative, but I feel like it needs to be apparent. Wrath, Storm and Earth still would'nt see much use in pve or pvp. Although wrath has a heal, a 7s cooldown Luthraghon's is the better choice. I sincerely hope Archer's rework will be reviewed in the future like suggested and isn't forgetten about.
First piece of feedback:
One important thing about archer that I did not see addresed is the skills that have "jumping" animations which cover a mild distance when casted have a problem. Some don't really work as a jump. For example Meteor Dive, I imagine this skill should be capable of jumping over small-medium sized enviroment objects, which it cannot. So half of its mobility is an illusion.
In a way, Meteor Dive is no different than a dash skill that does damage with a fancy acrobat animation.
Other skills like Zephyr Leap can.
https://cdn.discordapp.com/attachments/897152752705208320/897491767606247434/Black_Desert_2021.10.12_-_11.28.27.02.DVR.mp4
This is a video demonstrating the issue, recorded by Moubors#0001 in the Archer Discord. (Not a virus I promise)
Aditionally, I think all of these jumps should be higher and cover more distance. (by 25-30%?)
Second piece of feedback (About close range attacks.)
From the moment I started playing Archer, I was taken aback by the amount of kicks and Rag'hon close combat attacks we have...I have heard plenty from other players that "all kicks should be removed cause they are useless" and how "squishy we are as a Class". Close combat makes little to no sense for me in Archer's Context. So I think they should be repurposed for a few specific things (Unless they already fill that purpose, then please educate me. I'm a noob Archer still.)
- Stronger against PvE targets.
Maybe I haven't learned a trick for this but there is no point nuking a pack of enemies from afar if I still have to get closer for my pets to pick the drops...This change would give the variety of kicks and Rag´hon punches another purpose. Most people agree that Archer can grind desecntly in low spots but is lacking in end-game areas. Perhaps a new Breath Type that increases damage to monsters on all close combat skills and reduces damage taken? I really don't know, but I'm sure you can get creative PA.
- Last resort that works as a stun your enemy in order to gain distance again.
I am completely illiterate about the world of BDO PvP. So this might already be a thing and I am ignorant to it. However the reason why I bring it up is because most players in the Archer Discord agree these attacks are not efficient within the Archer Kit. Uproot being the only which I think could do this... I was told to lock it to prevent casting it by accident...
And a more capricious piece of feedback (About appareance)
There is one thing that bothers me a lot is that the aesthetic design of Archer is all over the place. Succesoin attack are just.. yellow light.. I guess. Awakening has some sort of lightning effects going on(?). A lot of the skill names are nature-leaf themed. On your ascension quest you meet a white wolf and the only memory of it you have is that you skinned it for a Luanwulf costume.
I think archer effects should:
- Have a lighter color instead of yellow, white almost.
(Or Black. They resided in Elvia realms, according to Lore, I know it is not a literal underground but it is the counterpart of the Light realms.)
- More green effects like Exhale when Breath:Recover is selected. Leaves/vines etc. Since their whole lore is that Archer protects the roots of Kamasylve.
- Have less Lightning-esque effects and have more mist/wind effects. I dont know why feathers come to mind. (Since arrows have feathers.) Would also be an interesting theme.
- Have more interesting effects such as the following skills: Wrath of Nature and the waves emitted from the floor as well as the light circle from Piercing Light.
- Have more wolves in the animations. There is only one skill with noticeable wolves in the animation and the animation is not always there when you cast that skill. Maybe 1 or 2 other skills have skills but they're hard to see and for some reason they don't show up in the K window preview.
... There is one skill that has several wolves running into the target ...
Which skill is that?
Which skill is that?
200%
200%
Radiant explosion.. I think.
But I noticed Ravenous Talon has a couple of wolves in it just now.
200% is Luthragon's Call and Earth Shatter.
I checked all four of these in the skill demos, I don't see any wolf animation, but I think this may be because my settings are too low for these effects to show. Or maybe the demos don't show these effects.
I'll never see the 200% ones in action anyway.
No, I don't play archer "right". Still fun :)