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What about survivability after classes :"revamp" in PvP?
What about survivability after classes :"revamp" in PvP? This game is already all about CC and 100->0 in single combo / crit. While all this incoming changes are about boost DPS even more.
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Someone in the Archer revamp thread said they saw a PVE Archer crit 180k TB on a PVE Lancer.
The triple crit chance glyph on TB affect both PvE and PvP.
Even if BHS reduced the PvP damage by half, it's still gonna hit hard, especially with RoA or RF inducing forceful proc.
Yes, you could sling an Explosion Trap, but since TB has a higher chance to crit, it's a great finisher.
Who's to say that said Archer won't CQ the stunned RoA opponent, sling the trap 10m in front, and TB the opponent into the trap?
Because TB's buff outweights the damage output given from Incendiary trap. (+100% base damage increase with +20% dmg and triple crit chance glyph vs +20% base increase with a +35% dmg glyph) This is the base reason why BHS had to nerf TB's PvP damage so archers don't 100-0 other classes (especially healers) in a cheese combo. Just imagine when the revamp patch came out and archers queueing 3s cheesing the other team with ROA and finishing them off with tb for easy win since the gears aren't still scaled well with the buffs.
In 1v1 archer had no issue staggering kick into ROA combo and TB to end it quickly against any class and it's not like TB itself didn't hit hard and also RA was also hard hitting. And like @NikuroTega said, there are ways to include the explosive trap into the ROA combo with TB's knockback ability. But it isn't really needed to use Explosive unless the other person is fully +15 plate (leather and cloth won't last the ROA combo with the pre-nerf TB's pvp dmg).