
Originally Posted by
Vastin
Currently looking at two changes to RoA, as that skill is definitely too spammy for its damage right now - I totally did overlook that crit cooldown.
1) 30 sec internal cooldown to the proc chance of Hail of Arrows, essentially letting you 'double tap' the AoE every 3rd shot, if you crit.
2) Reduction of RoA damage by about 20%. I still want it to hit reasonably hard - just not with the spam effect.
If that doesn't cut it, I may have to increase the base cool-down of the skill a bit, or look at its target numbers.
-Vastin

Originally Posted by
Vastin
The problem is rather straightforward and has to do with the focus economy of the Hunter.
All focus skills essentially 'compete' with each other for focus. As a rule of thumb at any given moment in your play cycle you should be looking for the highest 'bang for buck' for your current focus spend - and if Barrage exists with short cooldown and high focus conversion efficiency, it will basically always be that skill because its focus efficiency at T3 is sufficiently high, or it will never be that skill, because it isn't.
The current design allowed me to make Barrage a very hard hitting skill, well worth having in your rotation - without having it completely dominating the rotation. If I allowed barrage to remain at T3 once you achieved it, the per-shot cooldown would have to be quite long in order to make space for other focus-spending skills in your rotation (presuming you need to throw in a focus builder semi-regularly as well), AND I would have to reduce its focus damage efficiency substantially.
Believe me - I tried those options first, and they sucked. 
The skill felt too weak, like it was just a slightly better pen-shot that you had to ramp up before it became effective at all. It had no 'boom'. No payoff for the ramp up, and it still tended to suck up a large chunk of your skill activation time and focus.
That's why I went with this variation. This version of Barrage has a massive payoff for its build up and cost, and it can be used cleverly in a number of different patterns and situations. The trade off is a cool-down after the payoff. In order for it to feel powerful, it has to have a limit.
I found that in practice Barrage is a remarkably effective skill for quickly eliminating a pair of mobs in a pull near the start of a fight to mitigate incoming threat, and then I'll change over my rotation use the rest of my skills to burn down the remaining mobs during its cooldown. Then depending on the length of the fight it might come up as a finisher to close out the fight, or to deal with an unexpected add, or I'll just quickly open the next pull with it.
I can say with a great deal of confidence that it is a major component of blue DPS and if you aren't tiering it up and firing it, you're crippling yourself very badly. It hits harder than virtually any other hunter skill for its focus cost - but the cool-down is the trade off for that.
In any case, I can assure you that there is no version of Barrage that will 'feel' like the old one, because the old one was dramatically overpowered. The fact that I buffed almost every blue hunter skill and limited a single one - and that's all anyone noticed - confirms that unfortunately it was quite necessary.
- Vastin

Originally Posted by
Vastin
No way is hunter going to be a 'Viable AoE class' with a single AoE skill. You don't even have a multi-target focus builder. RoA is there to soften up larger pulls when playing solo, or to work in concert with other more dedicated AoE Damage dealers. In this regard, having the double tap on your open is perfect for softening up that 5-pull so you can burn the individual mobs down faster.
I may skip the damage nerf. Have to think about whether it's really necessary. I prefer to make skills harder hitting as long as their other limits are sufficient to keep them from getting out of hand.
As it stands, RoA is the generally the highest efficiency damage skill in the hunter arsenal if you're hitting 3+ targets. Everything after that is basically bonus DPS above and beyond what you'd be doing otherwise. Now in a solo situation that might or might not be worth it because you often have to focus on burning a single target down quickly to reduce incoming DPS - but in team situations with larger pulls or when dealing with slightly lower level mobs where you don't have to worry as much about being overrun quickly, it's a solid choice to put in regular rotation. Whether you chose to use it or not is up to you.
As for the trait value - it's about a 25% skill DPS bonus for 2 trait points - pretty good value compared to many traits, so I'm not worried about that part. I don't expect it to be part of every build certainly. You might be able to build towards some kind of more dedicated AoE build by comboing with split arrow and traps - but not on RoA alone.
-Vastin
Vastin this is why your the best, even tho I may not agree with everything you wrote, it is greatly appreciated that you came on this forum to explain your thinking giving the players more of a reason then simply here’s how it is...take it. Lots of hearts<3
Estarossa, Rank 15 rune-keeper, Ark