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Glenalth
03-25-2012, 07:31 AM
I am looking for suggestions to make this concept more viable with the end goal of getting some developer commentary on this and/or possible implementation in game.



The current ammunition issues...

Ammunition queuing in this game is terrible. Swapping between two temporary stacks of ammunition requires opening inventory panels, opening quivers, multiple clicks, and sometimes dragging.
Returning arrows solve this issue since they can be placed directly on a hot bar and the "stack" is never expended.

The rate of fire of a bow is slow compared to melee. To make up for this, Arcane Archers were given an ability that does 25pts of damage on average per attack. This is great for the Arcane Archers, but everyone else is still in a hole.
With the big enhancement system change coming, this may not be an issue for much longer or this could help balance a change to the Arcane Archer imbued arrows.


A possible fix...

Create new named items that have the returning properties that will be found as both random and static drops.

The "craftable" property would be included on some items to allow for customization. It would be a set value like challenge items and runearms. Item levels would increase using the normal crafting system level adjustments. Craftable items gain the exclusive property to force a player to chose which properties are most important rather than have a backpack ready for every possible situation.


Examples of how I would like to see this implemented...

"Returning Arrow" (or bolt)
Random Drop
Exclusive
100% returning
Masterwork
Craftable +0

Could also be the basic newbie arrow/bolt for your veteran starter gear. Allows for just a simple +1 elemental touch shard to be applied.


"Anariel's Gift"(arrow) / "Cannith Nail"(bolt)
Random Drop
Exclusive
100% returning
+1 Enhancement Bonus
Craftable +1

Allows for a full d6 of elemental/law/chaos damage, lesser banes, or utility effects like crippling or stench. Quite a few options to decide between when you can only have one in your pack.


"Shimmering Arrow"
Random Drop
Exclusive
100% returning
Attack Bonus +2
Seeker +4
Craftable +1

Because that arrowhead had to come from somewhere...


"Screaming Amythyst Arrow"
Ruins of Threnal loot
100% returning
Screaming

An "upgrade" of the current stacks of 50% returning arrows that drop there.


"Boarding Party"
Three Barrel Cove loot
100% returning
-10% Ranged Alacrity
Flaming
Flaming Pitch (A fire version of the Acid Arrow property found on Bow of Earth)

A thematic item for a pack with no fancy loot at all. Also an example of a penalty to help balance the added damage beyond a common or crafted elemental arrow.


"Night Arrow"
Vault of Night raid loot
Arrow
Exclusive
100% returning
+5 Enhancement Bonus
Dragon Bane
Craftable +1

Since the name "Black Arrow" is already taken.


"Cannith's Folly"
Master Artificer raid loot
Bolt
Exclusive
100% returning
+5 Enhancement Bonus
Adamantine
Craftable +1


"Warped Bolt"
Reign of Madness loot
Exclusive
100% returning
Overfocus
-4 Attack Penalty
Anarchic
Craftable +2

Another example of penalties on an arrow that carries a bit more than the usual amount of bonus damage.


"Sentinel's Arrow" (or bolt)
House Deneith Favor Reward
Exclusive
100% returning
+3 Enhancement Bonus
Craftable +1


"Arrow of the Silver Flame"
Silver Flame Favor Reward
100% returning
+1 Enhancement Bonus
Silver
Ghost Touch
Lesser Undead Bane

A combination of the two arrows the church already sells.



Potential issues with this implementation...

Randomly dropped stacks of arrows will be even less desirable than they are now.
Ranged damage from players that avoided the awful arrow queing before will increase. Added amount of damage needs to be kept small or offset by penalties on the item.

Glenalth
03-25-2012, 07:32 AM
Reserving this post.

Also of note, I haven't really tried to balance the examples yet so don't panic if something seems supah ubah.

Gorbadoc
03-25-2012, 10:27 AM
I'm ambivalent on this topic. On the one hand, yeah, arrow management is annoying, and there has to be a better way. On the other hand, how bad is it, really? Compare it to playing a wizard or cleric and having to redo some of your hotbars while swapping spells.

Glenalth
03-25-2012, 02:00 PM
I'm ambivalent on this topic. On the one hand, yeah, arrow management is annoying, and there has to be a better way. On the other hand, how bad is it, really? Compare it to playing a wizard or cleric and having to redo some of your hotbars while swapping spells.

The arrow swapping is bad enough that people start "how do you deal with arrows" threads and a good deal of the responses are to not even bother with swapping because it's a pain. Some of these are the same people that will go through the effort to grind out an Abishai or Claw set for an extra 1-4 damage when they could add 3.5-9 just by selecting different arrows.

Swapping spells around on your hotbars can take some time, but I'm usually doing it while standing next to a shrine or in a tavern and not during combat.

Gadget2775
03-25-2012, 02:53 PM
Very nice basis. Would absolutly love seeing something like this implimented. +1

decease
03-25-2012, 09:52 PM
/signed rogue merc need this the most..poor rogue

Glenalth
03-27-2012, 07:13 AM
/signed rogue merc need this the most..poor rogue

That's a lot of bolts and/or Flame Arrow wands to pack around with you.