It's the time of year for token design discussion again, and as with previous years, a few posts have been made suggesting that
+2 Assassin's Crossbow
needs a fix.
Rather than include this in token suggestion threads, it seems to me that it'd be best to have a thread specifically for discussing whether any fix is needed for this token, then moving on to token design afterwards if a fix is needed.
For ease of reference, the crossbow is as below:
+2 Assassin's Crossbow
2-Handed Ranged weapon.
9,8,6,6,5,4.
Rogues deal x3 damage on crit.
This token was part of the 2015 set, released several years before Raphiel's Sneaky Necklace. The perceived issue is that the expanded crit range during Sneak Attacks from Raphiel's, combined with the ongoing power creep of damage bonuses, makes the crossbow deal too much damage on a crit.
The average damage wheel of the crossbow is 6.3. The next best ranged weapon for Rogues is Nightshade's +2 Throwing Dagger, which has an average damage wheel of 4.8, which I will round up to 5 as the dagger has a 1/6 chance of granting +4 damage depending on its orientation during a Sneak Attack. Nightshade's +2 Throwing Dagger has the ability to double the Sneak Attack damage bonus on a crit, or in other words +20 damage on a Sneak Attack crit for a 5th level Rogue.
Taking into account the fact that builds for both weapons differ a bit since Nightshade's gets incidental STR-based damage bonuses from tokens like Arcanum Shirt, Rod of 7 Parts, Stalker Bead of Skill, and doesn't force the user to spend their eye slot on Lenses of Agility,
it's reasonable to state that a Rogue build will see better crit damage from the crossbow than the dagger once its base Ranged damage modifier exceeds the +15 to +20 range. The gap in damage output grows progressively wider after that, as the crossbow triples all of its damage bonuses while the dagger only doubles them.
It's also important to consider that the crossbow can be used with Gregor's Gladiator Gloves, which were released this year and significantly widen the gap between the crossbow and any other Rogue ranged or melee weapons.
In the current state of the game, it is very clear that the crossbow is the best weapon for Rogues playing at Nightmare or Epic level. Any builds suitable for lower difficulty levels will have a low enough damage modifier that the ability on the crossbow isn't going to do very much. I would also suggest that the perceived problem is specific to physical events - based on my own experience from the start of VTD until now, I generally get around 1 crit per run on VTD, despite having a wider crit range than other classes. In contrast, it is much easier to slide crits at in-person events since you have a degree of control over the result.
The questions to be answered then, are:
- How much damage does the crossbow need to deal in order to be considered overpowered and need a fix?
- What conditions are required to produce that much damage? Base damage modifier, only when a crit is slid and only during a Sneak Attack, any use of Boost, Bardsong, consumables, etc.
- How does this compare to other classes, especially when the combat lasts more than 2 rounds or the Rogue fails to land a crit, so the Rogue isn't outputting max damage every turn?
- Taking into account all of the above, is the crossbow a problem?
My Rogue build (which is not BiS) has a base damage modifier of +31. I am very consistently outdamaged by other classes, including when I slide a crit during a Sneak Attack, so clearly the damage modifier would need to be far higher than +31 to be considered something in need of fixing.
Another consideration is that Mythic difficulty is on the way. It's reasonable to assume that this will come with a sizable increase in enemy AC modifiers, so could well force Rogue crossbow builds to drop their damage output in exchange for higher hit modifiers, since the crossbow is only a +2 weapon. I would expect this to also be true for saves and potentially AC, although a counterpoint is the growth in both power creep and slot expanders we have seen in recent years which may allow builds to keep pace if this continues.
I'll be interested to hear people's thoughts. Has the crossbow caused your runs to be a not-fun experience by ending combats too early? Is this occurring consistently and in runs with different groups? Is it still an issue if it's something a Rogue player needs to deliberately work towards causing, rather than being something which players have no control over? Or are you happy that other classes are consistently outputting high enough damage that the conditional damage from Rogues isn't something which concerns you?
I'll close with my own view, which is that personally I've never seen it cause any problems, either in physical or virtual events, and so the only problem I have with it is that it's far enough ahead of the other Rogue weapons that its existence is an obstacle to build diversity, which feels less to me like a balance issue and more that Rogues could use a new Relic or Legendary weapon as an alternative build path - preferably a melee one to replace Asher's which nowadays requires Rogues to forego two of Arcanum Short, Kilt of Dungeonbane, and Surtyr's Girdle in order to get the set bonus. Given that I'm based overseas though, I'm sure that there are players who play vastly more runs than me who can draw on much more experience to give a considered answer.