PDA

View Full Version : ManyShot



drkelfdourden
01-19-2007, 12:19 PM
The manyshot Feat is a shot duration Feat why? It doesn't benefit me to be able to shoot multiple arrows at once if I can't do it for 120 secs Since you take a hit on your attack rolls shouldn't it be a feat like power Attack or Maximize spell? I think so.

Aesop
01-19-2007, 12:21 PM
Haven't used it yet but that sounds right to me. A toggle stance feat would make sense. Of course in pnp you shoot multiple arrows at the cost of speed so... dunno maybe they have it right

Aesop

Rook
01-19-2007, 12:23 PM
The manyshot Feat is a shot duration Feat why? It doesn't benefit me to be able to shoot multiple arrows at once if I can't do it for 120 secs Since you take a hit on your attack rolls shouldn't it be a feat like power Attack or Maximize spell? I think so.

In DDO, there is no attack Penalty for using Manyshot. They instead opted to make it an active ability. For 20 seconds, every 2 minutes, you get to fire 2 arrows at once, at level 11, this changes to 3 arrows.

I think even with an attack penalty this ability would be too powerful. I use this with Improved Piercing Shot, and I'm killing 6-7 Giants on elite (when I line em up) in the time it takes me to kill one.

Jaysensen
01-19-2007, 12:27 PM
Several Rangers posted that suggestion last Summer. There is a recent Manyshot discussion going on in the Ranger forum also.

Zyklon
01-19-2007, 01:04 PM
Many Shot is plenty powerful as is. It's knowing when to use it. At low levels it seems a bit bland. At level 11 you will see it's very powerful - tab to the back and fire.

One change and it's been mentioned before - CHANGE THE COLOR OF THE ICON. It's near impossible to see the timer on it.

Mad_Bombardier
01-19-2007, 01:12 PM
One change and it's been mentioned before - CHANGE THE COLOR OF THE ICON. It's near impossible to see the timer on it.They are. Please read the Weekly Developer Activities posts.

Rook
01-19-2007, 01:19 PM
Can you post the link on which WDA they mentioned the change in the icon color. I must be overlookign it cause I can't find it.

I ask cause I wanna share this with a buddy, we both play archers (ranger/fighter build), and that is our main complaint, that damn icon coloring.

Zenako
01-19-2007, 01:24 PM
Can you post the link on which WDA they mentioned the change in the icon color. I must be overlookign it cause I can't find it.

I ask cause I wanna share this with a buddy, we both play archers (ranger/fighter build), and that is our main complaint, that damn icon coloring.

he might be referring to this comment about the UI graphics:

The highlight on the activated action bar is now more visible.


Its colored? I always thought it was offwhite on offwhite and if you happened to tilt your head just right to get the glare just so, you could see where the darn timer had progressed to...Just make it a red countdown timer so that it is EASY to see and there will be dancing rangers in the streets....

Mad_Bombardier
01-19-2007, 01:55 PM
"The highlight on the activated action bar is now more visible."

That is the only one I am seeing at the moment too. Its hard to find the WDAs once they are un-stickied. I am thinking of a dev response explaining that the UI improvement would help Manyshot. I will keep looking.

But come to think of it, that note could refer to the crosshairs on selected items, colored border on activated feats/stances, or any number of other activated action bar items. Lets hope its a change from the translucent white cooldown timer (which is also a pain for Cure spells, especially Heal which is offwhite in color just like Manyshot).

Zyklon
01-19-2007, 02:02 PM
I mean when you click the Manyshot button - you can barely see the timer going around, because they are nearly identical colors.


EDIT: yep Mad got it.. the translucent white timers need to go!

ahpook
01-19-2007, 02:11 PM
At least its 2 minute timer instead of x/rest. A stance with a penalty to hit would have been nice but likely too powerful (and possibly not powerful enough in some circumstances). The way it is now is great when you have to kill something quick.

To clarify one point: you get 3 arrows at BAB +11 not level 11 (and 4 at BAB 16). This will make a difference if you have splashed some lower BAB class.

gooelf
05-22-2007, 02:48 PM
In DDO, there is no attack Penalty for using Manyshot. They instead opted to make it an active ability. For 20 seconds, every 2 minutes, you get to fire 2 arrows at once, at level 11, this changes to 3 arrows.

I think even with an attack penalty this ability would be too powerful. I use this with Improved Piercing Shot, and I'm killing 6-7 Giants on elite (when I line em up) in the time it takes me to kill one.

Not all of us have the same feats, and with a two minute timer on something that was meant to give rangers the ability to have as many attacks per round (or in this case in the same span of seconds) as a melee fighter is too detrimental. epescially if you take into consideration that haste doesn't improve your firing rate. And I don't think it's fair to say that it's too powerful to put in because Wizards are too powerful, Barbarians with their Rage can be too powerful, With wounding weapons my fighter can kill quite a few people in a span of a few seconds which makes her too powerful. It's not about powerful or not because it's too inconsistent. They give awesome power to casters and other classes with their crit chances and specialty items, I don't think it's too much to ask for a simple feat to act like it was supposed to.

Shyver
05-22-2007, 02:55 PM
epescially if you take into consideration that haste doesn't improve your firing rate.

Haste does improve your firing rate, so does rogue or fighter speed boost.. They changed that awhile ago.

MtnLion
05-22-2007, 03:23 PM
Haste does improve your firing rate, so does rogue or fighter speed boost.. They changed that awhile ago.

If it does, it does not amount to as much of a boost as the melees get from the same. That said, three attacks (BAB 11 archer) versus 4 or 4.5 (TWF chain 1, .5, 1.5, 1.5) that a melee gets does not make ranged attacks excessively powerful, quite the opposite, since bows and ammunition have been underpowered since before release; gets them closer to parity.

Shyver
05-22-2007, 06:40 PM
Ranged weapons shouldn't be on par to melee weapons. I understand that they are in PnP. But in this MMO world, of weak AI and "epic lvl" weapons, if that were the case then no one would use melee weapons. It would be easier to kite mobs in a train as a group and imp. precise shot with no worry of injury instead of having to use a combined group effort to take down mobs.

Now I would be in favor of an enhancement line that would allow for either a longer manyshot with the same cooldown. Or a line that would keep the manyshots at 20 seconds but reduces the cooldown. However if manyshots were moved to a stance then they would have to put a very serious penalty to hit on it or make it so it only worked while standing still. Otherwise it would be over powered.

mrtreats
05-22-2007, 06:53 PM
they need to give us a key that targets the farthest target so many shot works better at hight lvls :) and make it on or off like in PnP

Aesop
05-22-2007, 06:59 PM
Ranged weapons shouldn't be on par to melee weapons. I understand that they are in PnP. But in this MMO world, of weak AI and "epic lvl" weapons, if that were the case then no one would use melee weapons. It would be easier to kite mobs in a train as a group and imp. precise shot with no worry of injury instead of having to use a combined group effort to take down mobs.

Now I would be in favor of an enhancement line that would allow for either a longer manyshot with the same cooldown. Or a line that would keep the manyshots at 20 seconds but reduces the cooldown. However if manyshots were moved to a stance then they would have to put a very serious penalty to hit on it or make it so it only worked while standing still. Otherwise it would be over powered.

In pnp there are many penalties to Manyshot.

Each additional arrow has an increasing penalty of -2 so at 16th level when the archer is shooting 4 arrows at a time they are at -6

Firing multiple arrows is a standard action not part of a Full Attack Action so you only fire once a round instead of multiple time per round.

I personally would love this to be the case ... of course I'd like ranged attack to be sped up slightly as well. As it stands now with rapid shot ranged attacks are roughly half the speed of melee. I'd like it to be half the speed before rapid shot (and thus better than half with rapid shot) I'd also like Multishot and improved precise shot to be stances thus non stacking. I'd also like arrows to have bigger stacks (say 250 or 500). Hmm yeah that would be nice

Aesop

Elliott777
05-22-2007, 07:12 PM
I am on board here with making Manyshot at least more powerful in one way or the other. Whether it cools down faster or stays up longer, something should be done. Like someone else already said it is not an issue of it being to powerful. I watch Sorcs and Wiz's Finger of Death and Phantasmal Killer a large percentage of mobs on every high level quest so give me a break about how "overpowered" it would be if we just gave it a bump of some sorts. I can already hear some of the arguments coming my way about how creatures get a save for every spell cast at them. With the AC on the creatures in the new areas they can still be tough to hit with a bow. So help out the rangers a bit here. Not asking for FOD or PK, just something to help us out!

Ulfr
05-23-2007, 06:20 AM
they need to give us a key that targets the farthest target so many shot works better at hight lvls :) and make it on or off like in PnP

Isn't that Ctrl+Tab? I have to look again.

Sue_Dark
05-23-2007, 07:26 AM
Not all of us have the same feats, and with a two minute timer on something that was meant to give rangers the ability to have as many attacks per round (or in this case in the same span of seconds) as a melee fighter is too detrimental. epescially if you take into consideration that haste doesn't improve your firing rate. And I don't think it's fair to say that it's too powerful to put in because Wizards are too powerful, Barbarians with their Rage can be too powerful, With wounding weapons my fighter can kill quite a few people in a span of a few seconds which makes her too powerful. It's not about powerful or not because it's too inconsistent. They give awesome power to casters and other classes with their crit chances and specialty items, I don't think it's too much to ask for a simple feat to act like it was supposed to.

Every L11 ranger has the same CLASS GRANTED feats, of which Imp Precise Shot and many shot are included. IF you opted to toss in some level of something else and are at L14 without IPS, then it is simply because you made a choice to be impure. Many shot + IPS from a ranger who knows how to use them can be the most deadly thing out there. How many melee types can get in 9-12 attacks before the enemy can even get within melee range? None I'd say. This even applies to the Chuck Norris Minotaurs. The trade off is slightly slower base attack speed and a 2 minute cool down on the "uber attack". As a primary ranger, I am fine with this. My shocking burst/pure good , wounding/pure good, flaming burst/pure good, paralysing, etc bows do just fine eating just about anything that doesnt have a purple name. (and when they get to melee range, the are in for a serious surprise :D )

MtnLion
05-25-2007, 03:01 PM
... if manyshots were moved to a stance ...only worked while standing still. Otherwise it would be over powered.

That would be a good solution. Remember though that manyshot was added because ranged was admittedly underpowered at upper levels. It does not compensate, except for those 20 seconds out of 140 (1/7 of the time) for the underpowering, at present. It has its expense in ammunition, too. Suppose you trigger it and the fight ends, you can't end it, to save the timer or the ammunition, presently.

The real solution is to make it a stance, only preserved while immobile. Help with the strafing advantage, though repeating crossbows could still do it.

Special note: I play both sides of this issue and know the differences. I stress again that Longbows in particular are at the bottom of the food chain at higher levels. (I have two clerics, a wizard, a sorcerer, a rogue, a ranger, and a multi ro/pa/fi that has manyshot. Not a one of them below level 10.)

jaitee
05-25-2007, 03:04 PM
many shot is alrede too powerful, i seen it take out countless mobs , some one once told me, wow about 100 numbers poped up on that many shot with this +4 icy burst longbow

i dont have a ranger, but i think i remeber him saying he could hit more then 1 target with many shot?

MtnLion
05-25-2007, 03:11 PM
many shot is alrede too powerful, i seen it take out countless mobs , some one once told me, wow about 100 numbers poped up on that many shot with this +4 icy burst longbow

i dont have a ranger, but i think i remeber him saying he could hit more then 1 target with many shot?

Sure, but you should roll a ranger then complain that you are too powerful. Or, maybe mention how when you use your whirlwind with a paralyzer works. :D

jaitee
05-25-2007, 03:11 PM
i play on rolling a wf 1 :P, i got alot of nice bows no1 to use em

drkelfdourden
06-07-2007, 05:32 AM
So what your saying is I as a caster can do the same thing as your ranger can for 20 secs as many times as I want for as long as I want as long as I got the SP to sustain that, but as a Ranger I don't get the choice to do it with Arrows? MAnyshot would be limited just the same as anything else. Ammonition (which there is currently no fully returning Arrows) space (if you want better mobs, have shorter encounter distances) Penalties to attack, more Enemy rangers with the same feats at the same distances. What's wrong with making the opositions more difficult than simply telling me as a player I can't use my given talent for no reason at all. I wouldn't tell a Caster he can't cast Fireball (which is just as deadly if not more so) His is limited by SP Manyshot is by Ammo there is no difference there. And a Melee guy can charge or Overrun to close the distance to be just as deadly as the Ranger which they currently are more deadly. So get off this too powerful trip isn't not going to suffice.

Velexia
06-07-2007, 06:46 AM
In DDO, there is no attack Penalty for using Manyshot. They instead opted to make it an active ability. For 20 seconds, every 2 minutes, you get to fire 2 arrows at once, at level 11, this changes to 3 arrows.

I think even with an attack penalty this ability would be too powerful. I use this with Improved Piercing Shot, and I'm killing 6-7 Giants on elite (when I line em up) in the time it takes me to kill one.


Too powerful? With Ranged attacks being so gimped already compared to Melee... no one has the right to say this.

barecm
06-07-2007, 07:06 AM
I have never tried to turn on 2 stances at once, since I don't have two to try at the same time, but it would be interesting if you could and if manyshot were made a stance. If manyshot went to a stance with say a -4 to hit, precision would elminate it but 1/2 the initial damage. So, stat damaging, elemental, holy ect. damage would still be in effect. I can see that scenario being way over powered.

Turial
06-07-2007, 07:29 AM
Currently you can only have one stance active at a time.

What I don't understand is why people are against ranged combat being brought up to the same speed as melee. In the top level content, people claim that AC doesn't matter (which is a discussion for another time), it would seem that the ability to lower mob hp while not using up your own hp and the finite sp of the caster classes would be a great thing.

I understand that mob AI is a factor to consider in but so are the resources of the players that keep all of us alive. Clerics use a good many more heal scrolls then they should keeping people alive. Personally I can't see melees putting their weapons away forever if ranged combat is brought up to speed. What I imagine will happen is that these classes will carry a few token bows and take a few pot shots at mobs to bring groups back to them where they block and switch out to their normal weapons.

Spookydodger
06-07-2007, 07:44 AM
Ranged weapons shouldn't be on par to melee weapons. I understand that they are in PnP. But in this MMO world, of weak AI and "epic lvl" weapons, if that were the case then no one would use melee weapons. It would be easier to kite mobs in a train as a group and imp. precise shot with no worry of injury instead of having to use a combined group effort to take down mobs.

Now I would be in favor of an enhancement line that would allow for either a longer manyshot with the same cooldown. Or a line that would keep the manyshots at 20 seconds but reduces the cooldown. However if manyshots were moved to a stance then they would have to put a very serious penalty to hit on it or make it so it only worked while standing still. Otherwise it would be over powered.

You're kidding, right? You can already do that! If you get a smart group of players with decent ranged weapons (not just rangers), you can often go around in circles and kite them to your heart's content.

I think what's being talked about here is making the manyshot feat more useful than for the occassional mob smash. But let's face it, it's primary use is for either mowing down mobs as quickly as a melee for 20 seconds, or for having somewhat of a chance on bosses.

I've seen this do one of 3 things:
*Tear up regular mobs on normal and hard... for 20 seconds every 2 minutes
*Make specialty arrows useful till they are expended... no way to get more except luck
*Waste ammo on impossible AC or regenning mobs with an alarming rate.

I don't think it's too much to ask for this to be a stance. Especially considering that mob archers already outshoot player archers, without haste, by at least 25% with a higher attack bonus.

Spookydodger
06-07-2007, 07:51 AM
Sure, but you should roll a ranger then complain that you are too powerful. Or, maybe mention how when you use your whirlwind with a paralyzer works. :D

Saying this is too powerful is like saying that a Mage (Sorcerer or Wizard) with Maximized, Empowered Lightning bolt is too powerful because the Mage can target the person in the back and hit more than one mob.

At least a Mage has the choice to pick fireball, ice storm, or any other number of area spells and not worry about being able to coordinate a 20 second manyshot window with the precise alignment of mobs required for piercing shot.

Zenako
06-07-2007, 07:55 AM
Ranged combat is NOT the same thing as Melee combat and does not need to be equal. You are not subject to the same kind of risk while range attacking.


This is not a video game where every faction, Red, Blue or Yellow needs to have exactly equal potential or everyone wins playing Red. They are very different styles of combat.

barecm
06-07-2007, 08:52 AM
Ranged combat is NOT the same thing as Melee combat and does not need to be equal. You are not subject to the same kind of risk while range attacking.


This is not a video game where every faction, Red, Blue or Yellow needs to have exactly equal potential or everyone wins playing Red. They are very different styles of combat.

Although I agree with you from a personal standpoint, this particular game should strive to emulate the 3.5 rules including ranged combat attacks per round... which it currently does not.

Bohemond
06-07-2007, 09:12 AM
Although I agree with you from a personal standpoint, this particular game should strive to emulate the 3.5 rules including ranged combat attacks per round... which it currently does not.

The PnP version of Manyshot does not increase your rate of fire in the slightest. It allows you to maintain your RoF while moving, drawing a weapon, or taking other standard actions. Since DDO isn't turn based, and allows you to move an attack, the PnP version of Manyshot provides no benefit.

Zenako
06-07-2007, 10:02 AM
The PnP version of Manyshot does not increase your rate of fire in the slightest. It allows you to maintain your RoF while moving, drawing a weapon, or taking other standard actions. Since DDO isn't turn based, and allows you to move an attack, the PnP version of Manyshot provides no benefit.

In fact it might lower your number of arrows fired in that round (factoring in things like haste, etc.)

There are tons of rules differences between a real time MMO and the turn based PnP D&D games. In paper and pencil, STR bonus for ranged attacks caps at the limit of Mighty Bows or +4. In Paper and pencil you have range increments to worry about. In paper and pencil NO-ONE is carrying around 2000 arrows at a time. (that would be IIRC 3lbs/20 arrows and quiver or 300 lbs of arrows alone!) (Now that might have stashes in Bags of holding etc...but the entire encumberance system is a lot more stringent.)

Ranged DPS/encounter is not gimped. Ranged attacks can commence the moment an enemy is spotted. I have yet to see anyone hit a mob with their Kophesh at 200 meters. Spend what amounts to 5 rounds of running to close with the target and you then compare the damage done vs damage taken. (add in some Crippling effects and the Mob moves even SLOWER giving you more rounds to apply your craft...)

Ranged attacking can seem weak if you are in parties that do not let you take advantage of it. Just like Rogues can be overlooked, or Bards left singing to themselves, or most any class that has non-standard methods of preparing and engaging the enemy. When you mix up with zerging Barbs and Fighters you might feel like you are not carrying your weight since you are not up there in the heavy melee. Well was it better for the party for the zergers to prematurely engage the mob and then expend a bunch of healing (from party members or themselves) than it would have been to soften up the mobs and let them come to you.

I was in Gwylans last night with my Bard. An excellent quest for getting good use out of ranged attacks. I would gather the forces together for period rebuffs, but we pretty much crusied through it 3 times (normal, hard and then elite). The party used lots of ranged attacks.

Mad_Bombardier
06-07-2007, 10:05 AM
The PnP version of Manyshot does not increase your rate of fire in the slightest. It allows you to maintain your RoF while moving, drawing a weapon, or taking other standard actions. Since DDO isn't turn based, and allows you to move an attack, the PnP version of Manyshot provides no benefit.Say what!?!

Manyshot [General]
Prerequisites
Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit
As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).Maybe I'm utterly clueless, but "fires more arrows" reads as increases rate of fire to me. +1 arrow = +100% RoF, +2 arrows = +200% RoF, etc.

Zenako
06-07-2007, 10:31 AM
Difference being that if you were standing still and had a full attack option available you could fire the number of arrows you were eligible for, which almost certainly includes rapid shot.

So while standing still (moving at most 5 feet) with a BAB of +11 I could fire off 3 arrows per round (or 4 with Rapid shot and a -2 penalty to all arrows fired that round. With Haste Spell you could get one extra "Shot" off as well.

If moving more than 5 feet, or in a surprise round you can only take an action which allows a single shot normally. With Manyshot that allows you to take a single shot with multiple arrows at a penalty to hit that round. The number of arrows you can nock in the bow depends on your BAB again. Rapid shot increases DO NOT apply in this case.

Spookydodger
06-07-2007, 11:17 AM
This wouldn't be the first set of feats they rolled together, I bet.

One big difference I have noticed is that it does roll a separate number for each attack.

If we want to separate them, can I get the ability to shoot a ton of arrows if I stay stock still? I'll stand stock still for that.

Mad_Bombardier
06-07-2007, 11:42 AM
Difference being that if you were standing still and had a full attack option available you could fire the number of arrows you were eligible for, which almost certainly includes rapid shot.

So while standing still (moving at most 5 feet) with a BAB of +11 I could fire off 3 arrows per round (or 4 with Rapid shot and a -2 penalty to all arrows fired that round. With Haste Spell you could get one extra "Shot" off as well.

If moving more than 5 feet, or in a surprise round you can only take an action which allows a single shot normally. With Manyshot that allows you to take a single shot with multiple arrows at a penalty to hit that round. The number of arrows you can nock in the bow depends on your BAB again. Rapid shot increases DO NOT apply in this case.Gotcha, thanks Zenako for clarifying and thanks Bohemond for bringing it up.

Puke
06-07-2007, 11:50 AM
I actually kind of like how manyshot is presently implemented. Rangers are given both the Archery and TWF lines and you should really drop the bow when you are within melee range anyway...you have skills for melee. But if you still insist on using the bow when threatened in melee range, I'm pretty sure that you are punished with a -4 to your AC by anything that swings at you.

I like that I do not have to stand still for it to work. Sometimes I need to duck behind a pillar or what-have-you because they are ranging back and I pop back out to shoot again. And I like that it works if I need to kite a monster or two.

I find it odd that the populace fears the Rangers killing from a distance. Now, most encounters don't really lend themselves to ranging anyway. But even still, the party was just fine to sit there for 5-minutes while a bunch of monsters cook in CK from a distance or you'd sit on a cliff for a long time while dragging monsters into Firewall but speak of a Ranger taking out a mob at a distance and this is just absurd and turns the game upside down. If the Ranger suggests that with his sneaking ability and his Improved Precise Shot he can line up all the beholders on the bridge in Invaders and take them out he gets declined but everyone would rather let the less sneaky Sorcerer cast CK and stand around for 5-minutes. (Now Casters can't buy some of these scrolls...scrolls which I consider akin to your version of ranged fighting or your arrows. But welcome to the Rangers' world where we've never been able to buy a pocket full of acid or anarchic or holy arrows from the vendor.) I think I digress.

Basically, I like how manyshot is implimented at the moment though I feel most encounters do not really lend themselves very well to archery anyway when in a party dynamic. Thus, the Ranger will remain the ugly step-sister of character classes.

Bohemond
06-07-2007, 11:57 AM
Gotcha, thanks Zenako for clarifying and thanks Bohemond for bringing it up.

Its worth noting that that this issue is also a point of confusion for a number of PnP players as well. Thanks for elucidating my overly cryptic response, Zenako. I don't mean to dismiss criticisms of ranged attack, but if there is a problem, it is with ranged combat as a whole, not with the manyshot feat.

Jaysensen
06-07-2007, 01:43 PM
For those of you who are new to this old arguement...


In Beta, (from what I hear), Range Attacks fired at the same rate as melee attacks, and it was overpowering (although ranged increment penalties were never implemented). REMEMBER, this isnt PnP. DDO has a modified 3.5 combat system, so PnP arguements while may be valid, dont necessarily translate into a balance videogame.
At BAB 16 factoring in Manyshot 4, a bow will still fire at 54% of a melee. Just in raw attack speed.
Turbine has never stated how rate of fire scales. Based on their statements, they imply that there is no smooth curve set % increase in attack speed based on BAB. Turbine has never said what the levels are for increasing attack speed, or what % the increases are. We only know by player testing.
Quest design has a lot to do with the relative value of archery vs melee.
Mob AI has a lot to do with the relative value of archery vs melee.



Any drastic to the ranged combat system would really need to be extensively tested.

Spookydodger
06-07-2007, 08:30 PM
The only thing that Rangers could possibly do well is apply debuffs in combat.

Destruction, cursing, exhaustion, weakening, maladroit (do they even make a maladroit bow?), wounding, etcetera.

These can be applied in relative safety without having to run around to smack all the mobs with it. Tab, fire, tab, fire, tab, fire. (If only the targetting system actually kept up and fired at what you had tabbed to)

The occasional smacking due to slaying arrows and bolts can be useful, too. These arrows are few and far between. However, use them on missions other than normal (normal is run VERY rarely), and you're likely to run through these exceedingly rare expendables to little effect.

In raw damage output ranged attack can't hope to compete. Even with ranged alacrity. Some have suggested that the Ranger et al put down the bow and pick up their weapons in all but the most ranged-specific situations. The amount of investment to even get a decent archer precludes being good at both ranged and melee. The only thing that keeps an arching ranger decent as a secondary fighter is their fighter-level base-attack bonus.

Meanwhile, NPC archers are some of the most feared mobs in the game without ever pulling out a sword (which they should really do when closed on!)

Perhaps this could be fixed by a line of enhancement. The ranger enhancement lines have almost nothing to do with offensive power, aside from those pertaining to their favored enemies. At 15th level this would be 4 types of mobs in the game.

Rangers and other archer types were only made decent by their ROF in pnp. Then along came prestige classes that upped the ante and made true archers not only feasible, but fun and contenders for full-fighter roles.

To be honest I only made a ranger to see if the complaining I heard from them was accurate. I would say, as I near 10th level, that it very much can be. I can only hope for the future

drkelfdourden
08-08-2007, 10:12 PM
Ok If they would just stick with the Rules there would be so many things limiting the use of Manyshot that it wouldn't be Overpowered. You have to be within thirty feet you have to take a penalty to attack, you have to make a full attack option etc etc. So I don't see how it would be over powered. Second if I have shot on the Run and Manyshot I should still be able to fire two arrows at once into a target with a penatly to attack as I run away I just won't get my full attack option of firing more than once in that round. And last thing is Melee Combatants take a lot of the same penalties ranged combatants take in certain situations. The only time they get their full attacks per round is if they are standing still and are using their full attack option as well. And anytime they are moving in and out of combat they only get one attack that round and are subject to Attacks of Opportunity. So I still think that no matter which way you look at it, they are screwing up Manyshot.

I Do Agree with whomever said that Rangers do have a huge benefit by getting both lines of combat for free. That is the one thing I like about the game, but in a way I'd rather see them specialize it like it is in PnP. This will force people to make a Character and not simply roll up a ranger.

Naso24
08-12-2007, 02:28 PM
A couple of minor fixes would make rangers happy.

Make manyshot last longer at higher levels.

or

Make manyshot last longer with enhancements.

or

Make the manyshot timer shorter (60 or 90 secs)

or

Make the manyshot 2-arrow and 3-arrow separate timers.

or

Increase the rate of fire at higher levels for all ranged attacks (not just ranger).