Like i already told ages ago, some range classes are still too “easy”/“broken”.
Just pick a beamstaff and melt down everything without any heat issues or skill. Just use your Ultimate between it, if you got to much heat.
Even this Ultimate can melt down Chaos Warrior and Specials easily with autoaim. Both together let every boss fear, so she really needs to be fixed.
It won´t work, if you only fix the beamstaff. It´s strong af, but it would work with other staff´s too.
It would be much better, if the ultimate wouldn´t kill CW asap, have a higher cooldown and won´t CC bosses with tons of dmg.
If you would change something like this, Sienna´s melee weapons could need some higher damage to armored enemies. Battlewizard is balanced, but lags hard VS armor/shield. Chaos Warriors are pain. Same goes for Unchained, but with the tankyness, she is strong , really strong. Just Pyromancer can challenge everything easily without even move out of a savezone.
So just please
-fix the Pyro Ult hardly
-nerf the easy tons of damage autoaim beamstaff in it´s damage, give it more heat or/and minimize the hitbox and range, since it´s no projectile and to easy to land.
-make Sienna´s melee weapons useful against CW. (but only if you nerf pyro first, otherwise she could solo everything)
The Waveclear is strong as Sienna ones, that´s ok… even her ult isn´t as strong as Sienna´s, but glaive and dagger are and she got nearly “endless” ammunition.
I can kill everything from a save distance, got a good low cooldown ultimate for specials and the only “bad ones” are still CW. But they´re no problem with glaive or dagger, even a sword works. I won´t even run out of ammunition with the awesome lvl 15 trait. I mean… why should anyone pick another trait?
-So first of all i would change the ammunition on passiv trait (Vaul´s Quiver). It even makes Ironfeather Glights and Kurbous Blessing useless. Just give her defence on passiv or attacking enemies, like slayer got. a.E.
-The heavy attack damage from dagger and glaive should be lowered. Sword is fine actually, but double-sword is quite useless and need a buff. These weapon nerfs would balance the Shade a lil bit too, since he can Oneshot everything with a low cooldown Ultimate too. Handmaiden is fine and feels balanced.
Just say… Melee, Range, Melee, Range, Melee, Range… and with 1 trait, you won´t even run out of Ammunition… better, you don´t need some!
That´s how my Bountyhunter works and i can melt everything with crits and it hurts hard. The traits like “faster rezz”, “power ooA” and “Pious Fervour” are such useless, because the whole critical-passives without losing ammunition are just broken.
Same as Waystalker here, but harder. He shouldn´t be able to get free shots, after 1 melee kill or an amount of time. Give them a stacking defense buff or something. Maybe a trait like " if your grant-crit-passiv is on cooldown, your defense is higher."
The Passiv shouldn´t reset on melee kills instantly. Maybe reset 1 second per kill.
-The Weaponbalance at all is ok, just the 2-hand sword could need some love.
The End for range class issues.
So at all… Huntsman and Ranger are range classes too, but their quite balanced right now and need such skill to survive / get ammunition back.
The 3 names careers are just to “easy” to play and can do to much in a melee focused game. That´s why i would prefer, that the ranged classes at all get a lil bit revised. I got a lot of games, those classes just soloing easy hordes from a save distance and melt down bosses into seconds.
Even with the 0 ammunition lag, the “Hunter-passiv” on range-weapons is the only viable one. This needs to be fixed.
Lower their range advantage and make them not that risky in melee would make the classes better, than let them killing all at once, while 10 other careers can go sleep.
At last, no range class issue:
I still think, that the Ironbreaker Gromril Armor passiv is too strong. It gives the player, like the 0 ammunition/outrange/autoaim classes above, the capability to play higher difficulties without any higher skill. Just say “It forgives to much.”
It should be an overall 20% dmg. reduction or just a 50% dmg reduction on the next hit with 20s cooldown. Not 0 damage!
If i´ve got more time and much more time to think about some balance issues, i´ll give you more feedback.