How would you nerf [Reach Of The Council] but still keep it Viable?

Defining 'unique-ish' aspects of reach:

-can have substantially more arrows
-can have sufficient additional arrows without less damage double dip (else just change the fucking base damage)

lesser stuff
-can make a build that uses lots of different skills due to giving gmp on everything, not just 1 skill
-like a 7 link (but not in any practical sense. after some point all supports are just damage. Tell me who is using chain [for more hits not damage], knockback, chance to flee, blind utility links)

thats about it guys.

every time i read a post about how you should add a modifier 20% less damage or have it support socketed gems with lvl sub 70 greater multiple projectiles or anything at all makes me even wonder why don't you just say delete this item instead.

correct this weapon smartly...
"
biyte wrote:
Defining 'unique-ish' aspects of reach:

-can have substantially more arrows
-can have sufficient additional arrows without less damage double dip (else just change the fucking base damage)

lesser stuff
-can make a build that uses lots of different skills due to giving gmp on everything, not just 1 skill
-like a 7 link (but not in any practical sense. after some point all supports are just damage. Tell me who is using chain [for more hits not damage], knockback, chance to flee, blind utility links)

thats about it guys.

every time i read a post about how you should add a modifier 20% less damage or have it support socketed gems with lvl sub 70 greater multiple projectiles or anything at all makes me even wonder why don't you just say delete this item instead.

correct this weapon smartly...


well to be fair 20% less damage is not a bad option here since that would still keep a well rolled reach hovering at or just under the 300 dps mark. 300 dps is still very solid for a physical bow.

it really should be a simple as "change the fucking base damage" that is what i have been saying all along.

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