TLDR at the end
Overall damage on archer seems low compare to other counterpart range DPS classes, we are suppose to be consistent dps but in reality; in group we are basically assigned to sliver of hp left monsters that wiz or other caster range dps dont want to waste mana on the overkill, and in solo just smoke bomb shot spammer.
Gear wise I am pretty stacked out, fully buffed sitting at around 250str/110dex
General rotation of archer is to stack 3 barb arrows, then rotate between barb arrow and quickshot and either do piericing or barrage whenever they come in cooldown; and in solo you just spam smokebomb shot off cooldown as well.
Problem with stacking 3 barbed arrows and after rotating between barbed arrow and quickshot, is that if your barb shot miss right after you have used quickshot, you gotta stack 3 stacks of barbed arrow all over again. When in full group by the time we get our 3 stacks of bleed the on a single pulled the monster is already less than 50% hp
Possible solution can be putting quickshot on separate cd or perhaps make our bleed stacks max at 2, thus getting back to full stack doesn't as bad.
Problem with quickshot, piercing shot, and barrage is that, these are our main burst of dps yet the gap between the low end and high end of the damage is way to big.... nothing feels worse than when my piercing shot which takes 2 sec to cast with 20sec cd sometimes doing less dmg than my high end auto attack.
Possible solution can be maybe closing the gap between the low end and high end, so that the burst is somewhat more consistent or perhaps str scaling on those skills.
Problem with smokebomb shot is the fact that with this skill there is no kiting.... you just spam smoke bomb and hope it doesn't resist.
Possible solution can be giving us better means to kite a monster instead of spamming smoke bomb shot.
Some other miscellaneous things:
Traps right now seems completely useless.
Alarm trap = useless
Immobilizing trap = useless since smoke bomb shot is just better in every way
Oil trap = does not do enough damage to be taking up 2 skills slot
Poison gas trap = bugged and only hits 1 target
Skirmisher = still feels very underpowered, atleast give it like sow pot like effect, higher movement speed increase with when you get hit you lose the speed bonus for couple of seconds.
Deadeye = biggest scam... just tie this to flurry of arrows
3 line TLDR
For a class that has basically ZERO group utility, archer DPS isn't high enough. Why bring archer in group when you can bring wizard that does way much range dps with TONS of utility(port, evacuate, translocate)