![]() ![]() I think originally crossbows were designed as stat sticks for melee builds or for pen shots builds to benefit of the higher base dmg. I would argue "Marksman skills damage" is a better solution for bows. Considering bows have 60% D2D as a main stat, when trying to optimize damage I think they become a terrible solution. ![]() If suddenly an elite reaches you the bonus is gone, arguably at the time where you need it the most. Not only that but keeping enemies distant to proc the bonus is quite complicated even with very kite focused builds. Basically close enemies fill the space of most of your visible range, the distant clause is applied only for enemies close to the edges of your screen and beyond. If you have ever played forceful arrow with the push back enhancement you get a feel for when an enemy is considered "close". Conversely D2D has a higher failure rate. I can only image fringe scenarios where this bonus doesn't work (I believe TB might not proc the bonus when travelling a long distance for instance). If you have a build that actively profits from D2C you have that bonus almost constantly applied, because if you have a melee build either you can hit and proc or not hit at all. Although I argue these two bonuses are not the same in terms of reliability. I feel this is just sloppy design to create a sort of simmetry between "damage to close" (D2C) and "damage to distant" (D2D). ![]()
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