Overgrowth/Nature's Archon feels like afterthought for Bow Plant skills

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There are multiple issues with implemening Overgrow mechanic to bow skills:

1. Nature's Archon trigger ONLY by overgrowing on plants created by staff.
This is most likely a bug. But makes that your bow plants doesn't count to overgrow 25% chance to trigger on watering them with your Thunderstorm. Just let them count and trigger to be linked only to the overgrown fact from watering spell - like thunderstorm.

2. Overgrowing bonus effects on bow skills are terrible on bow skills compared to druid spells.
I know the reason of it - is that bow plant skills weren't balanced with overgrowing in mind, so slapping 50% more damage like on Druid plants isn't gonna make the cut.
BUT this doesn't mean that current: Grow as though dealt x poison damage per second is usefull. Sure for non-poison Druid this could make them usefull, but Bow already fills their poison treshold with single Poisonburst Arrow or Gas Arrow.
So my idea is to add secondary effect to ones that have only that effect.
- Vine Arrow: 50% more range is perfect for it, but i don't think that 50% more damage is justified here. Instead why not make it Overgrown vines pulse Wither to all effected enemies.
- Toxic Growths: we don't want to increase it's damage, but what we can do is to make it more consistent vs smaller targets so my proposition is to: Overgrown Toxic Growths have 50% more explosion radius. This doesn't mean 50% more area of effect for whole skill, because it would make them spread more. All we want to do here is to make all of them reliable hit small enemy.
- Toxic Domain: Toxic Domain excels at clearing large packs of enemies, so I would like to make it more usefull vs single target. My idea: *Overgrown Postules break enemy armor*. It's simple and fits the kit.
- Poison Spores: Spores are tricky one. Before talking about overgrowing them, can we please make them NOT SHARE 1 postule limit with Toxic Domain. Right now taking that support gem makes that both of them reduce each other possible damage. As for overgrown effect i was thinking about increasing it's supporting potency with: *Overgrown, fully poisoned postules release poison spores which increase poison damage which target takes by x%/ or inflict low ammoun of critical weakness*

  1. Access to Nature's Archon is EXTREMELY limited.
    Right now, only way to get it is to use Runebinder's Alloy on staff. Meaning you are limited to Rare Staff, greatly reducing your build options. What about including augument/socketable which can achieve same effect when placed inside Caster Weapon. This would open wands + offhands AND unique weapons for people who want to use Nature's Archon.

What's your opinion about it?
All propositions aren't meant to make Plant/Poison Bow stronger, but to expand building options and make use from Overgrowth status.

Posted Jun 12, 2026, 11:57 PM UTC

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