Overall: In PVP I would take these changes primarily as a nerf to overall performance in both small scale and large scale PVP. The changes are a small buff against some match-ups 1v1 and a nerf to other match-ups, overall a net 0 in 1v1. The class is less fun to play in my opinion than before due to inability to meaningfully recover stamina while in combat. The range nerfs make the class lose a key component of it identity, making Deadeye a superior version of the class with more CC, more protection, the ability to go airborne, and shoot rockets out of render. I am suprised by these changes because Archer already performs poorly in small scale (see AOS rankings, they speak for themselves). I think the class could be a decent place even with the ranged nerfs maintained if stamina recovery is allowed during skills such as gaping darkness and glissade. Furthermore, adding CC back on Earth Shatter is a critical piece of archer being able to successfully follow up pre-awakened stiffens. Here are my specific thoughts on the skills ordered in terms of importance.
The positives:
Glide: The addition of an iFrame to glide is a welcome change given the number of grabs in the game. I think this is the best change overall made during the patch.
Flow: Light's Trail: I love the removal of the CC off of this skill and the addition of FG. It flows very nicely with Zephyr Leap and allows for a little stamina recovery from range while applying some pressure.
Storm of Light: Great change allowing for quick dyanmic weaving of some single target ranged damage.
Zephyr Leap: I actually prefer the full SA version of this skill. The stiffen on this skill was nice, but having this CC on a more important skill such as earth shatter would be my preference if forced to chose. The movement speed slow is nice, but the fact that is only last 5 seconds means this is a pretty meaningless change overall. Also it is a different percentage than Meteor Dive's movement speed slow, meaning that if Zephyr Leap lands a 20% movement speed slow and has 1 second on it, meteor dive will not refresh the time on this. The slow rate should be equalized to prevent this.
Overall the close range damage buffs are welcome, and given how quickly archer dies, this allows us to fight back and apply some more pressure to players who blindly run at an archer without tactical use of iframes or FGs
The negatives:
Gaping Darkness: The inability to recover stamina during this skill is a major nerf. The fact that it costs stamina is even worse, as it was previously a good forward mobility skill that got you into pre-awakened quickly, now you are punished using the skill to get the critical buff it offers as you need to conserve stamina for other more important mobility skills. Recommendation: the stiffen should be removed from this skill (as it is basically a useless CC), and stamina should be regenerated while in use as before. Keep the skill in SA which is a positive change.
Glissade: Again, this was previously our main method of recovering stamina. This skill really does not move you much, and it does not make sense that this skill not only prevents stamina recovery, but also costs stamina. This means if you are kiting, and get a catch, you may not even be able to re-CC due to the stamina cost on the skill, and it locks your AP buff behind another stamina sink. I also think the hit box on the knockdown CC is strange and inconsistent. Recommendation: Allow stamina recovery during the skill and remove the stamina cost. Would appreciate investigation into the hit box which seems buggy and inconsistent. If stamina changes cannot be made to this skill at least add the AP buff back to Light's Path.
Piercing Cry: After the patch you can no longer turn your camera and move freely with piercing cry, this change seems inconsistent with the treatment other classes receive. Recommendation: Revert piercing cry to its pre-patch state.
Earth Shatter: Removing the knockback off this skill had major implications beyond what I think was intended. Because of the nature of the animation of piercing cry and meteor dive, this was one of the best ways to get a quick re-CC after a stiffen catch. Unfortunately, KD CCs in the kit have a slight delay and often cannot follow these stiffens well depending on the distance of the opponent. I do think adding a short FG to this skill is very helpful for our ability to trade while being chased, but I think the overall loss of the CC is a bigger downside. Recommendation: Add the knockback CC back. If the stiffen is removed from gaping darkness above as discussed or the knockback from Bolt of Radiance, I think maintaining the FG and adding back knockback is fine, as many classes have protected pre-awakened CCs of this sort.
Verdure Clout: The flow animation that gained FG is extremely clunky and inconsistent. Recommendation: Remove the flow animation entirely (it does no damage and contributes nothing), and allow the FG to be lingered and rotated like before. Add the float back, and continue to allow its use only on cooldown.
Righteous Smite: Previously an important SA trading skill for stamina recovery. The change of SA > FG has made this skill more of liability than an asset. Furthermore its cooldown seems completely out of touch now given the damage nerf on the skill and loss of useful SA which archer is lacking. Landing this skill from range is already difficult to the very slow travel time. Recommendation: Revert the skill back to SA. If the developers want to keep the skill as FG, then at least speed the flight time and animation of the arrow up significantly and lower the cooldown.
Steady Breath: I actually like that the skill has it's own input, but hate the choice of input due to small lag spikes or hit stagger causing the character to C-swap instead of iframe. I do not think Exhale should share a cooldown with this skill, as Exhale is a completely unprotected skill, and a tiny heal at the end of the day. Recommendation: Seperate Exhale and Steady Breath cooldowns. Allow using of steady breath with the old input pre-patch AND maintain the new input for easier use from awakening. Tactical Strike can still be used from pre-awakened as it has its own input already to be used directly from pre-awakened.
Full Bloom: This is now an unprotected mid range medium-low damage skill with no CC. There is little reason to use it, and the Bon cannot be taken as it is mandatory to take Uproot now due to the lack of SA. Recommendation: If the above changes were made a reduction in this skills power is reasonable. With that said, most skills in modern day awakened kits have either protection, CC, or significant range. This skill now lacks all 3, and think if the range reduction is needed, the addition of some protection would be nice.
Bolt of Radiance: Adding a knock back to this skill is meaningless due to its slow animation and wind up time. Recommendation: I would prefer this knockback CC be on a more useful skill in the kit such as earth shatter which can be used as a follow-up to meteor dive and piercing cry.
Other Important Issues:
Radiant Explosion: Increase the duration of super armor on this skill by just a little. Currently, the SA is very short, resulting in hit acceleration causing the player to be CC'd out of protection. Adding 0.5 seconds of additional SA will help mitigate this.
Ensare: This skill is very clunky to use, and has no input. It could be a useful skill to gain some stamina back and linger SA, but in its current state it is too clunky to use, and the SA ends so fast that it cannot be used meaningfully to recover any stamina. This skill does basically no damage, and has a tiny AOE (making the slow not meaningful), and no CC, so it really should have some more SA linger on it in my opinion.
Radiant Storm/Deadly Storm: These Rabams need to be re-worked. They offer nothing, and most archers don't even slot them.
Double Tap: Animation needs to be sped up some to be more useful.
Agreed! Very fantastic feedback. Really hoping devs listen to us because we love this class! Especially regarding protections lost and steady breath.