I want to make a discussion with a problem in archer. I feel Archar has the following mapling experience ●Archer is weaker than other job because it has se, and archer is the only class not suitable to bring 2 for pt. (I want to go bossing with archer friends) However, if just buff BM/MM attack skill, it may failed buff or cause archerstory 2.effect to pt ●archer solo --> should have same DPS ●NL teams (1)NLs+se --> 1 se: same DPS with before change, 2se: buff (2)NLs+se mules --> hard to get full buff from 2 se mule ●non-NL teams --> 1 se same DPS with before change, 2se buff 3.idea ●add cooldown to se(nerf) buff it (buff) --> adjust the balabce to equal the solo DPS ●reduce duration --> hard to use multiple mule (60sec cooldown/30~45sec duration) (90sec cooldown/45~60sec duration)... ※if buff se too much will cause NLstory again? Should nerf NL if se buffed
hello, I'm not sure I quite understand what you're proposing but I don't think nerfing or changing the way SE works is the best shot to buff the class. there's other ways we can bring the downsides of archers up as recommended in > here < . archer is not weaker because of SE, it's the other way around. the main problem with archer is that it's damage doesn't scale as greatly as other classes like thieves. over these recent years I've witnessed a tiny improvement in some people opening up to recruiting more "non-meta" classes like archers, but there's still a social issue serverwide where a lot of people still treat archers as just "SE mules" simply because they don't bring the same DPS a NL does (less damage, less avoidability), therefore, behaving elitist about it. to a non-casual player (for lack of a better term) it's best to have a SE mule in a full party rather than an actual archer main. this is consequence of the way the "meta" has come around. whacky. despite being an excellent solo and support class with a whole useful toolkit, archer definitely needs to get buffed in certain ways like damage multiplier or avoidablity to even be desirable to play with.
ty for the response, totally agree with what u say in [se mules/se main] (sorry for my bad English, I try to explain more detailed) ●my proposal is [add cooldown & buff the 'critical rate'/'critical damage'], and adjust to get same solo DPS. an example: (before)no cooldown, increase 15% critical rate / 40% critical dmg (after) add cooldown, increase 25%(?) critical rate / 50%(?) critical dmg then, ppl can pt more archer to get full-time se, or 1 archer to get part-time se if duration is 33% of cooldown, we need 3 se to get full-time se 50% 2 I feel 50%~80% of cooldown will cause less impact. ●I agree that archer should buff in dmg, but maybe archer can do other change to increase party diversity (not just focus on DPS) -->se change (create the possibility that getting 2 archer in a bossing pt) -->Hamstring -->Blind ●decrease the duration of se (300 sec in original version) if apply the se change, and if I'm in a NL teams, I'll use 2 se mule to get the buff. Therefore, I think decrease the duration can limit in se mules team (use mule's buff will lose attack time).
now I get it don't worry, your english and reasoning is very good. • regarding your first point about SE's cooldown — hmm... maybe tweaking SE wouldn't change archer as a class at all. yes, the bright side is people wanting to include more archers, but the same people could still bring 3 SE mules instead of just 1 to a full party. keep in mind that a lot of not only high end NL mains, but very high level characters usually have a SE mule they can carry around for bosses and expeditions, pretty much like HS, SI and CR. also, buffing SE itself benefits ALL classes, not just archers. a little tweak on the same road of your suggestion would be for SE to give that extra % crit rate and % crit dmg increase to self (archers only), while other members of the party stay with the actual rates. however, I don't see how that would work when taking into account other archers in the same party setup... • hamstring and blind both work as intended and are very good respectively. hamstring slows enemies (not sure if bosses too) whereas blind *blinds* them. as for blind, it is useful and noticeable on bosses for the extra avoidability it can provide to your party. (maybe both could use a little buff like corsair's bullseye? not too sure about this one) • reducing the duration of SE — probably the same points regarding the first SE suggestion apply here. I don't think more casting time would be that crucial of DPS loss compared to "not having a top DPS attacker" in a non-casual party.
Hello. I make picture to help you understand. Hamstring+Blind very useful in endgame boss. End game boss need more SE players, not mule. Horntail SE is not that good, SE fall too easily. More avoid = less fall off platform would be nice. Ogei Peko