Hey all,
There is an update in the works for archery and as part of our new transparency policy we want to allow early feedback on the design.
https://docs.google.com/document/d/1Z6rt_HxSgSrmAoOwhVKmlgjG5vvSkHRn8c6CConnS7U/edit?usp=drivesdk
Keep in mind everything is subject to change up to (and even past) the official release.
- Naijin
GS4-NAIJIN
CLTIDBALL
Re: Archery Update Design: Sneak Peak
03/25/2020 07:22 PM CDT
Very much looking forward to less arrow-bundle pains, that's for sure!
Will this update make Sonic Weapon bows be possible (and implemented in decent time after the updates are live)?
~Cylnthia Kythnis Ardenai
~Paragon of Kuon
~Rose Guardian, House Sylvanfair
Will this update make Sonic Weapon bows be possible (and implemented in decent time after the updates are live)?
~Cylnthia Kythnis Ardenai
~Paragon of Kuon
~Rose Guardian, House Sylvanfair
KRAKII
Re: Archery Update Design: Sneak Peak
03/26/2020 08:36 AM CDT
"Will this update make Sonic Weapon bows be possible" -- Cylnthia
I always thought that they should do it as creating sonic arrows (at some nominal cost, like 1 mana per) and give them the same flares as on regular Sonic Weapons when they hit. That way you just hold your--only needs to be +15, if you've maxed out your Song benefits--bow in your hand to get the full +50 and fire away.
In just one second, if you're running Tonis….
I always thought that they should do it as creating sonic arrows (at some nominal cost, like 1 mana per) and give them the same flares as on regular Sonic Weapons when they hit. That way you just hold your--only needs to be +15, if you've maxed out your Song benefits--bow in your hand to get the full +50 and fire away.
In just one second, if you're running Tonis….
PEREGRINEFALCON
Re: Archery Update Design: Sneak Peak
03/26/2020 09:53 AM CDT
I'm excited about the proposed updates and look forward to seeing them implemented in some form or another down the road!
On review of the Archery Related Scripted Items, I note one additional script that may or may not be impacted as well. Not sure what to call the script other than 'dual crossbow'. I've bugged the item in game so you can identify the script. Basically you can fire this, turn it over, and fire it again before needing to reload it.
>> You glance down to see nothing in your right hand and a copper-lath dual crossbow in your left hand.
>turn crossb
With a twist of your wrist you flip your dual crossbow over.
-- Robert
>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
On review of the Archery Related Scripted Items, I note one additional script that may or may not be impacted as well. Not sure what to call the script other than 'dual crossbow'. I've bugged the item in game so you can identify the script. Basically you can fire this, turn it over, and fire it again before needing to reload it.
>> You glance down to see nothing in your right hand and a copper-lath dual crossbow in your left hand.
>turn crossb
With a twist of your wrist you flip your dual crossbow over.
-- Robert
>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
XANTHIAN60
Re: Archery Update Design: Sneak Peak
03/27/2020 12:06 AM CDT
Newbie here, so I obviously don't know what I'm talking about.
Aside from fletching being too slow for a hasted wizarcher whose minigun has run out of ribbon, I actually don't have any great issues with ammo gathering.
Having crush ammo is exciting, and realistically probably compensation enough for the loss of pure puncture damage at low levels, because of how much easier it is to reliably hit the head.
The nerfs are fair. There should be a reason beyond just defence to enchant a bow over 5x-6x. (Having said that, there isn't one for runestaves either...)
Three things do spring to mind, however:
1. Thrown Damage Factors look like they potentially need to be revisited for everything other than Javelins, and Javelins look like they potentially need the same treatment as arrows in converting to puncture/slash. (I know, I know, scope creep...) If you gave fletching the ability to make bandoliers, even if just dart bandoliers, there would be the world's smallest army to fight you, consisting of exclusively the handful of people that actually have one...
2. To claw back some of the lost potential of rank 4 guaranteed eye crit kills, perceived or otherwise, it'd be nice to either be able to CER a bow with Crit services, or otherwise overhaul sighting so that it isn't pointless by the time you're done with enchant & ensorcell and can actually afford to WPS a bow.
3. 402/404 are wonky. 402 is understandably not stackable, because it provides large anti-ambush value, but still, if there's an aim bonus, it intuitively belongs here, or somewhere else entirely (like elemental targeting, which would be nifty as it is almost mutually exclusive with Self Control outside of scrolls). But 404 is a 1 minute spell that is theoretically stackable to the 4 hour limit, and unintuitively boosts aim for some reason currently.
Hell, can we just have an FAQ on what 402 actually does & doesn't do, even if we can't get the numbers? The help channel blew up the other day with someone claiming that it helped you find more loot.
Aside from fletching being too slow for a hasted wizarcher whose minigun has run out of ribbon, I actually don't have any great issues with ammo gathering.
Having crush ammo is exciting, and realistically probably compensation enough for the loss of pure puncture damage at low levels, because of how much easier it is to reliably hit the head.
The nerfs are fair. There should be a reason beyond just defence to enchant a bow over 5x-6x. (Having said that, there isn't one for runestaves either...)
Three things do spring to mind, however:
1. Thrown Damage Factors look like they potentially need to be revisited for everything other than Javelins, and Javelins look like they potentially need the same treatment as arrows in converting to puncture/slash. (I know, I know, scope creep...) If you gave fletching the ability to make bandoliers, even if just dart bandoliers, there would be the world's smallest army to fight you, consisting of exclusively the handful of people that actually have one...
2. To claw back some of the lost potential of rank 4 guaranteed eye crit kills, perceived or otherwise, it'd be nice to either be able to CER a bow with Crit services, or otherwise overhaul sighting so that it isn't pointless by the time you're done with enchant & ensorcell and can actually afford to WPS a bow.
3. 402/404 are wonky. 402 is understandably not stackable, because it provides large anti-ambush value, but still, if there's an aim bonus, it intuitively belongs here, or somewhere else entirely (like elemental targeting, which would be nifty as it is almost mutually exclusive with Self Control outside of scrolls). But 404 is a 1 minute spell that is theoretically stackable to the 4 hour limit, and unintuitively boosts aim for some reason currently.
Hell, can we just have an FAQ on what 402 actually does & doesn't do, even if we can't get the numbers? The help channel blew up the other day with someone claiming that it helped you find more loot.
GS4-NAIJIN
Re: Archery Update Design: Sneak Peak
03/27/2020 08:50 AM CDT
> 1. Thrown Damage Factors look like they potentially need
Thrown is still very much TBD and early.
> 2. To claw back some of the lost potential
We've talked about sighting over the cap adding to CER. It seems like most of the team is on board with this so it's likely the direction we'll take.
> 3. 402/404 are wonky. 402 is understandably not stackable
402 does not help with aiming. 404 provides a small bonus which fits because it makes you calm and focused.
Thrown is still very much TBD and early.
> 2. To claw back some of the lost potential
We've talked about sighting over the cap adding to CER. It seems like most of the team is on board with this so it's likely the direction we'll take.
> 3. 402/404 are wonky. 402 is understandably not stackable
402 does not help with aiming. 404 provides a small bonus which fits because it makes you calm and focused.
PEREGRINEFALCON
Re: Archery Update Design: Sneak Peak
03/27/2020 08:53 AM CDT
>> > 2. To claw back some of the lost potential
>> We've talked about sighting over the cap adding to CER. It seems like most of the team is on board with this so it's likely the direction we'll take.
This would be an amazing update.
-- Robert
>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
>> We've talked about sighting over the cap adding to CER. It seems like most of the team is on board with this so it's likely the direction we'll take.
This would be an amazing update.
-- Robert
>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
ARSHWIKK
Re: Archery Update Design: Sneak Peak
03/27/2020 11:59 AM CDT
Was the base rt you listed only for mfire/moc or was it a base for "normal" firing? In other words, is the base RT for bows changing?
JASON13828
Re: Archery Update Design: Sneak Peak
03/27/2020 12:01 PM CDT
I just wanted to voice my support for such a great overhaul of a fairly clunky system.
I currently have a level 20 ranger that is absolutely feeling the tedium of the GATHER mechanic along with the pain of blessing bundles and keeping things orderly. I'm only hunting with a 4x bow and blessed arrows and no society abilities and my AS is usually well above the critter's DS to effectively take it out. But when it isn't, I sure would love to have a reasonable option of grabbing a crossbow (without having to keep a ever-topped-up supply of bolts on me) to kneel and fire. My aim isn't very good at this level and I'm sure the kneeling bonus would help a lot.
I also wanted to second the desire for a sonic bow/sonic arrows option. It was mentioned in the Discord that it was either being considered or wasn't seen as impossible. If something like this were to be developed would it be apart of the main core of these archery updates or would we have to wait for another GM familiar with bard spellsongs to code it?
ARSHWIKK
Re: Archery Update Design: Sneak Peak
03/27/2020 12:10 PM CDT
Ignore my last question, I see that IS the current base rt for normal use. I get it. The mfire will be like mstrike to, same rt. Very cool.
XANTHIAN60
Re: Archery Update Design: Sneak Peak
03/28/2020 01:19 AM CDT
> 402 does not help with aiming. 404 provides a small bonus which fits because it makes you calm and focused.
See, that just raises further questions. 613 also makes you calm and focused. And it scales with Ranger Base. Does 404 similarly scale with MnE at all?
Do they stack with eachother or does 613 override?
And,
> We've talked about sighting over the cap adding to CER.
Are you talking about exclusively weapon sighting going to CER, or are you talking 3x perception rogue with +50 perception enhancives, 404, and 613 being given CER from being way over the cap, even before weapon sighting is taken into account? And whether any of those actually get you closer to hit cap when overhunting, because my gut instinct from limited play with perception enhancives, is that perception at the very least doesn't seem to help with the level penalty when aiming no matter how much of it you actually have.
Hiding the numbers is fine and dandy, but hiding whether your gear or training are even doing *anything whatsoever* is a fair bit more difficult to swallow.
See, that just raises further questions. 613 also makes you calm and focused. And it scales with Ranger Base. Does 404 similarly scale with MnE at all?
Do they stack with eachother or does 613 override?
And,
> We've talked about sighting over the cap adding to CER.
Are you talking about exclusively weapon sighting going to CER, or are you talking 3x perception rogue with +50 perception enhancives, 404, and 613 being given CER from being way over the cap, even before weapon sighting is taken into account? And whether any of those actually get you closer to hit cap when overhunting, because my gut instinct from limited play with perception enhancives, is that perception at the very least doesn't seem to help with the level penalty when aiming no matter how much of it you actually have.
Hiding the numbers is fine and dandy, but hiding whether your gear or training are even doing *anything whatsoever* is a fair bit more difficult to swallow.
KANDOR
Re: Archery Update Design: Sneak Peak
03/28/2020 05:01 PM CDT
There's a lot involved here, but I think this would be much better than today's archery. Far better for crossbows, which have always been something of a gimmick item. Not having to gather ammo would be amazing. I'd love to be able to use archery without macros. Removing puncture-only from arrows would make aiming for the eyes less consistent, but using a blunt-tipped arrow to the head might become more practical. On that subject, I'd love to see slings, too.
Would any martial stances be compatible with archery? Dervish, for example? Mongoose? It'd be interesting to use something like Executioner to send 1 arrow through two opponents. Maybe a new one like an attack-of-opportunity that fires after a running critter, that works something like Mongoose, if the BCS permits it.
What about ranged weapons and encumbrance? (I know nobody else wants to talk about this, but it's pretty important.) It's always been a nice perk but does anything else need to change? Will the maneuvers and things that don't work on ranged weapons now still not work on them in the future?
On the subject of parity, this leads me to a final point. I think UAC is more player-friendly than other weapons because of the way it handles EBP. It'd be great if somehow, more of what works with UAC could be introduced for other weapons. The original EBP implementation for combat wasn't so great.
Would any martial stances be compatible with archery? Dervish, for example? Mongoose? It'd be interesting to use something like Executioner to send 1 arrow through two opponents. Maybe a new one like an attack-of-opportunity that fires after a running critter, that works something like Mongoose, if the BCS permits it.
What about ranged weapons and encumbrance? (I know nobody else wants to talk about this, but it's pretty important.) It's always been a nice perk but does anything else need to change? Will the maneuvers and things that don't work on ranged weapons now still not work on them in the future?
On the subject of parity, this leads me to a final point. I think UAC is more player-friendly than other weapons because of the way it handles EBP. It'd be great if somehow, more of what works with UAC could be introduced for other weapons. The original EBP implementation for combat wasn't so great.
DWGEM
Re: Archery Update Design: Sneak Peak
03/28/2020 05:31 PM CDT
I’m super excited about these changes! I’ve been a huge fan of archery since before there was an archery option in Gemstone. I agree, however, the ammo management issue is huge and while I was willing to deal with it (with help from some scripts), when I played Plat for a long while I was lucky enough to get one of the elemental bows. That completely spoiled me, the ability to just fire the bow, like how swingers can swing a weapon was amazing. Coming back to Prime to my archers I pretty much gave up on them. Switched back to melee or for my capped ranger, spike thorn. All this mainly due to the lengthy time it takes to fletch a bundle of arrows, then either lose most of them in a single hunt or have to risk life and limb gathering them as I fired was just not fun at all. In my mind it completely obviated some of the advantages that using a bow gave (single shot kills to the eye). Really like the details of the changes too. I was wondering what will happen to existing arrows that had blunt tips and other purchased arrows. I still have a bunch of bundles in various lockers. Also, I have a tier 1 mechanical quiver and one of the repeating crossbows, any idea what would be changing on those?
Valdarrow
Valdarrow
REDSCAREMN
Re: Archery Update Design: Sneak Peak
03/28/2020 06:44 PM CDT
Can't wait to see these changes implemented! Will be a huge improvement.
CAMPBELLS
Re: Archery Update Design: Sneak Peak
03/28/2020 10:16 PM CDT
I am not angry over the proposed changes and I do not play an archer anymore. I do see a problem with the proposed changes and will try to express those concerns in this post.
My main character is a human rogue with over 56133155 experience. I have been using UAC since it was implemented as my main form of combat. I hunt the scatter and rift with 6x HCP robes and 8x UAC gloves and have been doing so for years. It has been years since I've used ranged combat to hunt in the Rift and Scatter or anywhere else for that matter. I decided to get my old trusty longbow out today to refresh my memory as to why I do not use it anymore. I am an old guy playing a human rogue with over 56133155 experience. I do not remember exactly when I started but I first played on the prodigy server if that gives you a frame of reference (circa 1990s perhaps?). I used a 6x enchanted longbow with heavy crit sighting, master fletched arrows I made today and had the AS benefit of 425 self cast on my character as well as 117 when needed so I could hit the fetish masters. My perspective comes from a rogue that snipes.
So after my two hunts with my longbow in the Scatter and Rift I rediscovered why my trusty old longbow has remained in my locker for so long and why it once again lies there now. Ranged combat is TOO SLOW. Your proposal would reduce ranged AS with a bow by -20 due to arrows losing enchantment and would make it less accurate by adding slice damage instead of making it exclusively puncture damage. Adding more follow up shots due to misses would make a tedious process much more so. None of the proposed changes I saw address that. The arrows mechanic you are adding are an improvement but will not reduce the RT. A simple script will gather all your arrows and put them in a quiver in a split second. It takes a split second to pull an arrow from a quiver. It will be a boon to new players entering the game. But for more experienced players it will not offset the nerf to bow combat.
When I was an archer I trained stealth and accuracy to excess. When sniping I found that when firing pulled me out of hiding those shots from the open those shots are not as effective. Simply put if you do not hit something in the eye with your bow and arrow you are not likely to kill it and will not likely stun it either. This is less a factor when you are young and compounds the older you get. In the Rift today my RT was six seconds if I remained hidden and 5 seconds if my shot pulled me into the open. I was able to one shot kill some creatures in the eye certainly and then search them six seconds later. But it is TOO SLOW!
If bow combat needs be brought into line with other lines of combat then this proposal does not do that. If combat with a bow needed to be brought into line with bolting then the RT should be reduced along with the other changes you mention. If sniping with a bow needs to be brought in line with melee ambushing then sniped shots need to have the same critical weighting so as to avoid endless plinking. If the problem is "open archery" or archery from the open and the training points associated with it then address that. I would also mention that the one cman you proposed would only be useful for open archery and not snipers. :)
The proposed changes will not effect me. Or should I say the proposed changes will not an affect on me? I always get those backwards. I do not use archery anymore. Did I mention it is TOO SLOW?
Wolfloner's player
Steve
My main character is a human rogue with over 56133155 experience. I have been using UAC since it was implemented as my main form of combat. I hunt the scatter and rift with 6x HCP robes and 8x UAC gloves and have been doing so for years. It has been years since I've used ranged combat to hunt in the Rift and Scatter or anywhere else for that matter. I decided to get my old trusty longbow out today to refresh my memory as to why I do not use it anymore. I am an old guy playing a human rogue with over 56133155 experience. I do not remember exactly when I started but I first played on the prodigy server if that gives you a frame of reference (circa 1990s perhaps?). I used a 6x enchanted longbow with heavy crit sighting, master fletched arrows I made today and had the AS benefit of 425 self cast on my character as well as 117 when needed so I could hit the fetish masters. My perspective comes from a rogue that snipes.
So after my two hunts with my longbow in the Scatter and Rift I rediscovered why my trusty old longbow has remained in my locker for so long and why it once again lies there now. Ranged combat is TOO SLOW. Your proposal would reduce ranged AS with a bow by -20 due to arrows losing enchantment and would make it less accurate by adding slice damage instead of making it exclusively puncture damage. Adding more follow up shots due to misses would make a tedious process much more so. None of the proposed changes I saw address that. The arrows mechanic you are adding are an improvement but will not reduce the RT. A simple script will gather all your arrows and put them in a quiver in a split second. It takes a split second to pull an arrow from a quiver. It will be a boon to new players entering the game. But for more experienced players it will not offset the nerf to bow combat.
When I was an archer I trained stealth and accuracy to excess. When sniping I found that when firing pulled me out of hiding those shots from the open those shots are not as effective. Simply put if you do not hit something in the eye with your bow and arrow you are not likely to kill it and will not likely stun it either. This is less a factor when you are young and compounds the older you get. In the Rift today my RT was six seconds if I remained hidden and 5 seconds if my shot pulled me into the open. I was able to one shot kill some creatures in the eye certainly and then search them six seconds later. But it is TOO SLOW!
If bow combat needs be brought into line with other lines of combat then this proposal does not do that. If combat with a bow needed to be brought into line with bolting then the RT should be reduced along with the other changes you mention. If sniping with a bow needs to be brought in line with melee ambushing then sniped shots need to have the same critical weighting so as to avoid endless plinking. If the problem is "open archery" or archery from the open and the training points associated with it then address that. I would also mention that the one cman you proposed would only be useful for open archery and not snipers. :)
The proposed changes will not effect me. Or should I say the proposed changes will not an affect on me? I always get those backwards. I do not use archery anymore. Did I mention it is TOO SLOW?
Wolfloner's player
Steve
OM1E5GA
Re: Archery Update Design: Sneak Peak
03/29/2020 12:44 AM CDT
<If bow combat needs be brought into line with other lines of combat>
I see these "needs to be brought in line with" or "to bring X more in line with with Y" comments quite a bit from NIR on a range of topics, but rarely see even so much of a hint of what is actually meant by it... honestly I think it's little more then a meaningless phrase brought over from the business world that's used when people want to look like they're trying to explain something but aren't actually interested in explaining anything at all. The various forms of combat (melee, bolting, ranged, UCS) are different enough that each will always be "out of line" with the others in some way (why else bother having different styles of combat).
As with most things changed because they're "out of line" with something else, I've seen little in the way of what NIR actually think the problems are... only some of what they're doing to correct those problems. The teaser post even left it unclear to me whether they think the problems lie with sniping or open archery (or, for that matter, if they bother making a distinction between the two).
Some of the teased changes look like good QOL things that should have been implemented years ago (bottomless bundles, fletching changes), others (loss of enchanted arrows, adding slash damage) are simply taking a challenging form of combat (sniping) and making it more-so...
I'll be the first to admit that sniping is an extremely powerful form of combat. However, it's also an extremely limiting form of combat. Snipers never get to just step into a room and start firing, they're glass cannons. If they fall out of hiding and something attacks them before they get back into the shadows, they're dead 9 times out of ten (even being in the open in defensive stance is dangerous). Also, anything non-corporeal, immune to crits, or lacking eyes is unhuntable by them (this is more limiting then you realize until you try to play a sniper) and they have limited means of crowd control at their disposal if they're a rogue.
I always considered those challenges things that balanced out the combat form.... sure I couldn't hunt a lot of stuff, but look at what I could do in the areas I could hunt! Blunt-tipped arrows might expand what a sniper can hunt to a degree and the changes to bundles will make hunting undead leagues less frustrating.... but I don't see anything in the teased changes that will make me want to hunt again with Starchitin in the foreseeable future.
Like the poster I quoted, these changes aren't likely to affect me. The only option open to Starchitin at his level is the Rift or severely under-hunting minotaurs... the later isn't really fun anymore and a sniping gnome in COL has to overcome so many issues hunting in the Rift it's more an exercise in frustration then anything else. So, he pretty much only picks locks these days since I can't see melee or UCS being any less frustrating for a gnomish rogue. Unless a near-cap hunting ground that has predominantly corporeal, non-golem critters and doesn't require moving mountains to get to/from is released, I don't see that changing.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
I see these "needs to be brought in line with" or "to bring X more in line with with Y" comments quite a bit from NIR on a range of topics, but rarely see even so much of a hint of what is actually meant by it... honestly I think it's little more then a meaningless phrase brought over from the business world that's used when people want to look like they're trying to explain something but aren't actually interested in explaining anything at all. The various forms of combat (melee, bolting, ranged, UCS) are different enough that each will always be "out of line" with the others in some way (why else bother having different styles of combat).
As with most things changed because they're "out of line" with something else, I've seen little in the way of what NIR actually think the problems are... only some of what they're doing to correct those problems. The teaser post even left it unclear to me whether they think the problems lie with sniping or open archery (or, for that matter, if they bother making a distinction between the two).
Some of the teased changes look like good QOL things that should have been implemented years ago (bottomless bundles, fletching changes), others (loss of enchanted arrows, adding slash damage) are simply taking a challenging form of combat (sniping) and making it more-so...
I'll be the first to admit that sniping is an extremely powerful form of combat. However, it's also an extremely limiting form of combat. Snipers never get to just step into a room and start firing, they're glass cannons. If they fall out of hiding and something attacks them before they get back into the shadows, they're dead 9 times out of ten (even being in the open in defensive stance is dangerous). Also, anything non-corporeal, immune to crits, or lacking eyes is unhuntable by them (this is more limiting then you realize until you try to play a sniper) and they have limited means of crowd control at their disposal if they're a rogue.
I always considered those challenges things that balanced out the combat form.... sure I couldn't hunt a lot of stuff, but look at what I could do in the areas I could hunt! Blunt-tipped arrows might expand what a sniper can hunt to a degree and the changes to bundles will make hunting undead leagues less frustrating.... but I don't see anything in the teased changes that will make me want to hunt again with Starchitin in the foreseeable future.
Like the poster I quoted, these changes aren't likely to affect me. The only option open to Starchitin at his level is the Rift or severely under-hunting minotaurs... the later isn't really fun anymore and a sniping gnome in COL has to overcome so many issues hunting in the Rift it's more an exercise in frustration then anything else. So, he pretty much only picks locks these days since I can't see melee or UCS being any less frustrating for a gnomish rogue. Unless a near-cap hunting ground that has predominantly corporeal, non-golem critters and doesn't require moving mountains to get to/from is released, I don't see that changing.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
XANTHIAN60
Re: Archery Update Design: Sneak Peak
03/29/2020 04:37 AM CDT
> In the Rift today my RT was six seconds if I remained hidden and 5 seconds if my shot pulled me into the open ... I do not use archery anymore. Did I mention it is TOO SLOW?
A capped human (+5 STR) rogue with 100STR (+25), +20 STR Enhancives, and Surge of Strength is firing an aimed longbow while hidden in 3 seconds...
Most wouldn't have any trouble replacing Surge of Strength with a white crystal (and you could also try to hunt down a Phoen's Strength scroll or imbed to fill in the blanks on those Enhancives...)
Composite bows also exist to loosen those requirements even further.
There's nothing inherently slow about archery other than the way you chose to use it for this test.
A capped human (+5 STR) rogue with 100STR (+25), +20 STR Enhancives, and Surge of Strength is firing an aimed longbow while hidden in 3 seconds...
Most wouldn't have any trouble replacing Surge of Strength with a white crystal (and you could also try to hunt down a Phoen's Strength scroll or imbed to fill in the blanks on those Enhancives...)
Composite bows also exist to loosen those requirements even further.
There's nothing inherently slow about archery other than the way you chose to use it for this test.
FUDGEHJ
Re: Archery Update Design: Sneak Peak
03/29/2020 06:26 AM CDT
Yeah as a ranger at lvl 39 I fire a longbow from the shadows in 4s. Without any fancy enhancives or what have you, just wizards strength + my normal ranger spell up. Hmm actually I might have a +5 str enhancive, which puts me at 91 strength (25 bonus as human).
Im sure at cap I'll be getting it down to 3s. From the shadows.
But yes. Its just plain faster than every other non 506/1035 based physical attack form and has a higher kill ratio against crittable targets than anything else outside of spells. Ranged... it's needed a nerf for a long long time. So do other things too mind you, but at least they're doing away with a lot of the pain points ranged as a system has while they give some VERY MINOR nerfs.
For giggles I went out and hunting with 0x ammo and my 5x bow, just to see how it'd feel with -25 AS. The difference was not noticable. In fact I forgot to switch back ammo until just a bit ago, when I logged him in to check what his strength was to make sure I wasnt talking out my backside. It was, at level 39, just that negligible an issue. The puncture/slash thing might change more. We'll have to see what sort of effect that has. But then, they have mentioned changing the DF factor of certain arrow types against different armors, and with Mstrike working with ranged...it is hard to see how this isn't an overall boon for the game.
An easier to use system that has 95% of the effectiveness of the old system, with better effectiveness against the things that prior to the update range struggles hard against (non-corp/plate/uncrittables).
GM Naionna at 11:41 PM
Whick is so pretty. it's a shame he has to talk.
Im sure at cap I'll be getting it down to 3s. From the shadows.
But yes. Its just plain faster than every other non 506/1035 based physical attack form and has a higher kill ratio against crittable targets than anything else outside of spells. Ranged... it's needed a nerf for a long long time. So do other things too mind you, but at least they're doing away with a lot of the pain points ranged as a system has while they give some VERY MINOR nerfs.
For giggles I went out and hunting with 0x ammo and my 5x bow, just to see how it'd feel with -25 AS. The difference was not noticable. In fact I forgot to switch back ammo until just a bit ago, when I logged him in to check what his strength was to make sure I wasnt talking out my backside. It was, at level 39, just that negligible an issue. The puncture/slash thing might change more. We'll have to see what sort of effect that has. But then, they have mentioned changing the DF factor of certain arrow types against different armors, and with Mstrike working with ranged...it is hard to see how this isn't an overall boon for the game.
An easier to use system that has 95% of the effectiveness of the old system, with better effectiveness against the things that prior to the update range struggles hard against (non-corp/plate/uncrittables).
GM Naionna at 11:41 PM
Whick is so pretty. it's a shame he has to talk.
XANTHIAN60
Re: Archery Update Design: Sneak Peak
03/29/2020 08:41 AM CDT
Removing the ammo enchant from stacking is not actually a nerf. If you enchant a bow up to 10x today, or when this change hits live, you will have the exact same AS either way. If you use fletched ammo, you will actually have +5 AS on the new system.
What it's a nerf to is all those people using lesser-enchanted equipment, and honestly, fair enough that there should be a reason to enchant bows as there is for any other weapon.
I've done some of my own testing, roughly 200-300 for each sample so not enough for a confidence interval, but enough to answer a few of my own previous questions.
L34 Archer Wizard vs L28 Moaning Spirits (Non-Corp Undead, can't crit a bodypart to affect the stats of subsequent shots):
132 Ranged, 172 Perception, no buffs: 56/313 (17.89%) Aim Fumbles, 7/257 (2.72%) Left Eyes
132 Ranged, 186 Perception, no buffs: 4/300 (1.33%) Aim Fumbles, 45/296 (15.2%) Left Eyes
132 Ranged, 172 Perception, 404 [30 MnE]: 16/230 (6.96%) Aim Fumbles, 34/214 (15.89%) Left Eyes
132 Ranged, 172 Perception, 613 [36 ArcSym]: 2/164 (1.22%) Aim Fumbles, 30/162 (18.52%) Left Eyes
132 Ranged, 172 Perception, 404, 613: 2/149 (1.34%) Aim Fumbles, 47/147 (31.97%) Left Eyes
180 Ranged, 194 Perception, 404, 613: 1/198 (0.51%) Aim Fumbles, 93/198 (47.21%) Left Eyes
So this has basically settled a few of my questions:
1. Disarm Enhancement isn't a "Slight Buff". It looks roughly equivalent to 10 bonus perception.
2. Self Control is slightly better than 404 for aiming, but not by much. Let's call it 15-20 bonus perception. We don't know if either scales with any skills in my case, but I've listed the skills I think pertinent above anyway.
3. Self Control and Disarm Enhancement definitely stack.
4. Training perception above 2x Definitely sees returns when aiming. This is great news for rogues.
5. Ranged itself does not appear to have any discernible impact on accuracy when open aiming. Only perception. This is great news for wizard archers.
I might head back out and try testing out how much easier it is to hit the head, as this will be relevant for the new crush arrows. And if you're very lucky, I might even collate some data for prone targets, to see what that modifier brings.
What it's a nerf to is all those people using lesser-enchanted equipment, and honestly, fair enough that there should be a reason to enchant bows as there is for any other weapon.
I've done some of my own testing, roughly 200-300 for each sample so not enough for a confidence interval, but enough to answer a few of my own previous questions.
L34 Archer Wizard vs L28 Moaning Spirits (Non-Corp Undead, can't crit a bodypart to affect the stats of subsequent shots):
132 Ranged, 172 Perception, no buffs: 56/313 (17.89%) Aim Fumbles, 7/257 (2.72%) Left Eyes
132 Ranged, 186 Perception, no buffs: 4/300 (1.33%) Aim Fumbles, 45/296 (15.2%) Left Eyes
132 Ranged, 172 Perception, 404 [30 MnE]: 16/230 (6.96%) Aim Fumbles, 34/214 (15.89%) Left Eyes
132 Ranged, 172 Perception, 613 [36 ArcSym]: 2/164 (1.22%) Aim Fumbles, 30/162 (18.52%) Left Eyes
132 Ranged, 172 Perception, 404, 613: 2/149 (1.34%) Aim Fumbles, 47/147 (31.97%) Left Eyes
180 Ranged, 194 Perception, 404, 613: 1/198 (0.51%) Aim Fumbles, 93/198 (47.21%) Left Eyes
So this has basically settled a few of my questions:
1. Disarm Enhancement isn't a "Slight Buff". It looks roughly equivalent to 10 bonus perception.
2. Self Control is slightly better than 404 for aiming, but not by much. Let's call it 15-20 bonus perception. We don't know if either scales with any skills in my case, but I've listed the skills I think pertinent above anyway.
3. Self Control and Disarm Enhancement definitely stack.
4. Training perception above 2x Definitely sees returns when aiming. This is great news for rogues.
5. Ranged itself does not appear to have any discernible impact on accuracy when open aiming. Only perception. This is great news for wizard archers.
I might head back out and try testing out how much easier it is to hit the head, as this will be relevant for the new crush arrows. And if you're very lucky, I might even collate some data for prone targets, to see what that modifier brings.
XANTHIAN60
Re: Archery Update Design: Sneak Peak
03/29/2020 10:11 AM CDT
Aiming at head:
132 Ranged, 172 Perception, 404 [30 MnE]: 5/288 (1.74%) Aim Fumbles, 116/288 (40.99%) Headshots
Looks like heads are ballpark 25%/25 perception skill easier to hit than eyes, and fumbles (shots wide) are sensitive to the specific area being targeted.
132 Ranged, 172 Perception, 404 [30 MnE]: 5/288 (1.74%) Aim Fumbles, 116/288 (40.99%) Headshots
Looks like heads are ballpark 25%/25 perception skill easier to hit than eyes, and fumbles (shots wide) are sensitive to the specific area being targeted.
GS4-NAIJIN
Re: Archery Update Design: Sneak Peak
03/29/2020 10:43 AM CDT
> Ranged combat is TOO SLOW.
Ranged combat has the potential to hit 3 seconds which is the fastest form of melee combat outside of Tonis/506. If you have issues hitting the strength requirement then a crossbows is an appealing option, particularly for snipers. Crossbows have a flat 4/5 RT (light/heavy) regardless of aiming or hiding which is still faster or on par with the fastest forms of aimed physical combat.
The issues you mentioned with the Rift and Scatter are issues every hider faces. The Rift and Scatter have rooms you can't hide in as well enemies that are very perceptive which make it more difficult to be a sniper or ambusher.
Ranged combat has the potential to hit 3 seconds which is the fastest form of melee combat outside of Tonis/506. If you have issues hitting the strength requirement then a crossbows is an appealing option, particularly for snipers. Crossbows have a flat 4/5 RT (light/heavy) regardless of aiming or hiding which is still faster or on par with the fastest forms of aimed physical combat.
The issues you mentioned with the Rift and Scatter are issues every hider faces. The Rift and Scatter have rooms you can't hide in as well enemies that are very perceptive which make it more difficult to be a sniper or ambusher.
CAMPBELLS
Re: Archery Update Design: Sneak Peak
03/29/2020 11:03 AM CDT
<<Most wouldn't have any trouble replacing Surge of Strength with a white crystal (and you could also try to hunt down a Phoen's Strength scroll or imbed to fill in the blanks on those Enhancives...)
Scrolls and white crystals dispel in the rift and scatter soon after you rub or activate those and are not a "legitimate" alternatives for that reason. If surge of strength were a martial stance your assertion might be accurate but it is not. As it is surge of strength is just another tedious mechanic in it's current.
A better and fairer solution would be to make RT for bows consistent across the board. Make aimed bow shots 3 seconds of hard RT for all players 0 through 100. That is similar to bolt combat and that seems to be what bow combat was modeled after. Bow combat is TOO SLOW.
Wolfloner's player
Steve
Scrolls and white crystals dispel in the rift and scatter soon after you rub or activate those and are not a "legitimate" alternatives for that reason. If surge of strength were a martial stance your assertion might be accurate but it is not. As it is surge of strength is just another tedious mechanic in it's current.
A better and fairer solution would be to make RT for bows consistent across the board. Make aimed bow shots 3 seconds of hard RT for all players 0 through 100. That is similar to bolt combat and that seems to be what bow combat was modeled after. Bow combat is TOO SLOW.
Wolfloner's player
Steve
CAMPBELLS
Re: Archery Update Design: Sneak Peak
03/29/2020 01:29 PM CDT
<<Ranged combat has the potential to hit 3 seconds which is the fastest form of melee combat outside of Tonis/506. If you have issues hitting the strength requirement then a crossbows is an appealing option, particularly for snipers. Crossbows have a flat 4/5 RT (light/heavy) regardless of aiming or hiding which is still faster or on par with the fastest forms of aimed physical combat.>>
My impression was that melee combat is in your face combat and that is not the way I have looked at ranged combat. If you look up a definition of melee combat by definition it is close quarters combat and in my view that is very different from ranged combat. A better comparison to ranged combat would be bolting in my opinion and that seems to be the design that was followed by whoever designed it if you look at the mechanics of it. Melee ambushing is TOO SLOW too in my opinion. That is why I switched to UAC ambushing.
<<The issues you mentioned with the Rift and Scatter are issues every hider faces. The Rift and Scatter have rooms you can't hide in as well enemies that are very perceptive which make it more difficult to be a sniper or ambusher.>>
I do not have a problem with the hiding mechanics in the Rift and Scatter. I did do much better there when I switched from using a bow to UAC. I did that years ago. My capped ranger could not hunt the Sanctum of Scales due to the crazy swarms there. I gave up ranged and made him a weed mage and he does much better now in the Sanctum of Scales. There are better and more powerful forms of combat. You should not nerf bows.
Wolfloner's player
Steve
My impression was that melee combat is in your face combat and that is not the way I have looked at ranged combat. If you look up a definition of melee combat by definition it is close quarters combat and in my view that is very different from ranged combat. A better comparison to ranged combat would be bolting in my opinion and that seems to be the design that was followed by whoever designed it if you look at the mechanics of it. Melee ambushing is TOO SLOW too in my opinion. That is why I switched to UAC ambushing.
<<The issues you mentioned with the Rift and Scatter are issues every hider faces. The Rift and Scatter have rooms you can't hide in as well enemies that are very perceptive which make it more difficult to be a sniper or ambusher.>>
I do not have a problem with the hiding mechanics in the Rift and Scatter. I did do much better there when I switched from using a bow to UAC. I did that years ago. My capped ranger could not hunt the Sanctum of Scales due to the crazy swarms there. I gave up ranged and made him a weed mage and he does much better now in the Sanctum of Scales. There are better and more powerful forms of combat. You should not nerf bows.
Wolfloner's player
Steve
XANTHIAN60
Re: Archery Update Design: Sneak Peak
03/29/2020 08:53 PM CDT
> Scrolls and white crystals dispel in the rift and scatter soon after you rub or activate those and are not a "legitimate" alternatives for that reason. If surge of strength were a martial stance your assertion might be accurate but it is not. As it is surge of strength is just another tedious mechanic in it's current.
More tedious than an extra 1 second on every arrow?
To put it another way: Sniping, now with shadow dance, literally doesn't take any stamina. What, specifically, is preventing you from using that stamina to speed up your sniping by "tediously" refreshing a combat maneuver every 90 seconds?
More tedious than an extra 1 second on every arrow?
To put it another way: Sniping, now with shadow dance, literally doesn't take any stamina. What, specifically, is preventing you from using that stamina to speed up your sniping by "tediously" refreshing a combat maneuver every 90 seconds?
ACMEGAMER
Re: Archery Update Design: Sneak Peak
03/29/2020 09:55 PM CDT
Can't say that I'm fond of the casual "Min/max is expected singular path" approach to game mechanics design. Really kind of frustrated to see so many players embrace and expect it to be the norm. I feel that it's really bad game design and alienates players and actually causes them to decide not to play. YMMV, but that's been my gut feeling when I read posts where players feel that a bunch of various extras are expected in order to hunt. It feels like excuses for bad mechanics design.
XANTHIAN60
Re: Archery Update Design: Sneak Peak
03/29/2020 10:32 PM CDT
> A better and fairer solution would be to make RT for bows consistent across the board. Make aimed bow shots 3 seconds of hard RT for all players 0 through 100. That is similar to bolt combat and that seems to be what bow combat was modeled after. Bow combat is TOO SLOW.
...RT for bows is consistent across the board. At least, as consistent as melee weapons and UAC.
Rather than force everyone else who doesn't have an issue with it to use a short bow, can't you just use a short bow yourself? Or continue to use UAC instead, which also has stat-based RT but for some reason you don't have a problem with it?
> Can't say that I'm fond of the casual "Min/max is expected singular path" approach to game mechanics design. Really kind of frustrated to see so many players embrace and expect it to be the norm. I feel that it's really bad game design and alienates players and actually causes them to decide not to play. YMMV, but that's been my gut feeling when I read posts where players feel that a bunch of various extras are expected in order to hunt. It feels like excuses for bad mechanics design.
I'm not sure what your point here is. If people aren't minmaxing, why are they picking longbows over shortbows? Claids over GreatSwords? Mauls over quarterstaffs? 4x over 0x? Indeed, if people aren't minmaxing, why does 3 seconds vs 30 seconds per arrow matter? You can fill your head either way.
Taken to the extreme -- if people aren't minmaxing, why does experience and levels and loot and the power treadmill come into it? And why are we expected to train a weapon style in order to use it??
It feels like you just want to draw the line in a different place rather than upend the board, but that's not what you're saying.
There are also a whole lot of players that seem to ask questions and want suggestions for their build who would probably benefit from an 'expected singular path', so I'm not even sure your remark is representative of the whole population.
...RT for bows is consistent across the board. At least, as consistent as melee weapons and UAC.
Rather than force everyone else who doesn't have an issue with it to use a short bow, can't you just use a short bow yourself? Or continue to use UAC instead, which also has stat-based RT but for some reason you don't have a problem with it?
> Can't say that I'm fond of the casual "Min/max is expected singular path" approach to game mechanics design. Really kind of frustrated to see so many players embrace and expect it to be the norm. I feel that it's really bad game design and alienates players and actually causes them to decide not to play. YMMV, but that's been my gut feeling when I read posts where players feel that a bunch of various extras are expected in order to hunt. It feels like excuses for bad mechanics design.
I'm not sure what your point here is. If people aren't minmaxing, why are they picking longbows over shortbows? Claids over GreatSwords? Mauls over quarterstaffs? 4x over 0x? Indeed, if people aren't minmaxing, why does 3 seconds vs 30 seconds per arrow matter? You can fill your head either way.
Taken to the extreme -- if people aren't minmaxing, why does experience and levels and loot and the power treadmill come into it? And why are we expected to train a weapon style in order to use it??
It feels like you just want to draw the line in a different place rather than upend the board, but that's not what you're saying.
There are also a whole lot of players that seem to ask questions and want suggestions for their build who would probably benefit from an 'expected singular path', so I'm not even sure your remark is representative of the whole population.
OM1E5GA
Re: Archery Update Design: Sneak Peak
03/30/2020 12:17 AM CDT
<What, specifically, is preventing you from using that stamina to speed up your sniping by "tediously" refreshing a combat maneuver every 90 seconds?>
For snipers, sticking to the shadows is extremely important and in the Rift there are more ways to get pulled into the open then in most other hunting grounds (wandering voids, caedera entering a room, random environmental effects, etc). Some of these things inflict RT on a character in addition to pulling them into the open, so it's important to have a reserve of stamina to use VANISH at any given moment.
Using SURGE every 90 seconds is expensive. Even if you're regaining more stamina/pulse then Surge costs, it's difficult to maintain AND use Vanish as often as necessary... esp if the rogue attempting to do so is also a locksmith, since they likely have fewer PF ranks then a pure combat rogue.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
For snipers, sticking to the shadows is extremely important and in the Rift there are more ways to get pulled into the open then in most other hunting grounds (wandering voids, caedera entering a room, random environmental effects, etc). Some of these things inflict RT on a character in addition to pulling them into the open, so it's important to have a reserve of stamina to use VANISH at any given moment.
Using SURGE every 90 seconds is expensive. Even if you're regaining more stamina/pulse then Surge costs, it's difficult to maintain AND use Vanish as often as necessary... esp if the rogue attempting to do so is also a locksmith, since they likely have fewer PF ranks then a pure combat rogue.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
XANTHIAN60
Re: Archery Update Design: Sneak Peak
03/30/2020 05:59 AM CDT
Fair enough.
And the reason why a composite bow isn't viable, sacrificing roughly 10% of damage factor to conserve that stamina instead, would be...
(I'm not being facetious. A long bow would have an identical 4 seconds to a kick in this scenario, but a composite bow at 3 seconds would be head and shoulders above an untiered grapple or punch, and have none of the height issues...)
And the reason why a composite bow isn't viable, sacrificing roughly 10% of damage factor to conserve that stamina instead, would be...
(I'm not being facetious. A long bow would have an identical 4 seconds to a kick in this scenario, but a composite bow at 3 seconds would be head and shoulders above an untiered grapple or punch, and have none of the height issues...)
OM1E5GA
Re: Archery Update Design: Sneak Peak
03/30/2020 07:01 AM CDT
<And the reason why a composite bow isn't viable, sacrificing roughly 10% of damage factor to conserve that stamina instead, would be...>
You'd have to ask the original person you were responding to.... I've used a composite bow for the last 15-20 levels and don't miss the longbow at all
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
You'd have to ask the original person you were responding to.... I've used a composite bow for the last 15-20 levels and don't miss the longbow at all
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
OM1E5GA
Re: Archery Update Design: Sneak Peak
03/30/2020 07:04 AM CDT
That said, as a forest gnome, my RT still isn't ever going to be 4 sec whether I use Surge or not.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
SLONCESKIJ
Re: Archery Update Design: Sneak Peak
03/30/2020 07:16 AM CDT
Can we get 1109 (Empathic Focus) to add to ranged AS or maybe add a sighting bonus? The description of the spell seems that it should. This could maybe offset the AS loss to Empath archers once enchants on arrows is no longer counted. With pure archer builds, a loss of AS is felt significantly more so than with squares or semis, as we can only train 1x per anyways.
KANDOR
Re: Archery Update Design: Sneak Peak
03/30/2020 03:26 PM CDT
>Melee ambushing is TOO SLOW too in my opinion. That is why I switched to UAC ambushing.
This applies to more or less all non-UAC weapons. Swinging a handaxe in 5 sec, for example, is dangerous in many hunting areas, and it's even worse than ranged because it has to deal with hard EBP. Remember how great it was when this didn't exist? I think ranged MSTRIKE will help mitigate this as it has for melee. Swarmy areas, bandits, etc. will be more palatable for archers who don't have good crowd control. UAC is great because it has its own EBP mechanics, it's fast, it leaves the hand(s) free, and it blocks or bypasses certain things that are aggravating for melee or ranged users. It seems that many ambushing rogues that switched to UAC have never looked back.
>Can't say that I'm fond of the casual "Min/max is expected singular path" approach to game mechanics design. Really kind of frustrated to see so many players embrace and expect it to be the norm.
I absolutely agree with this, and it's worth bringing up again. I hate to see new and returning players looking at "builds" when there are so many options available. (Except maybe paladins.) It's had some good ideas over the years. Much bigger issue than the archery update, though.
>If people aren't minmaxing, why are they picking longbows over shortbows? Claids over GreatSwords? Mauls over quarterstaffs?
There are deeper-rooted issues with weapons that should eventually be addressed. Compared to heavy axes and two-handers, mauls swing faster, use a consistent damage type, and have a decent chance to hit an aimed area. Their DF is about the same as a two-hander and maybe slightly worse than an axe, but mauls are also great against plate armor. Overall, very little trade-off. Claids were just a design mistake. They only made sense when breakage existed. Again, not really a discussion for this topic, but I'm not sure I would use them as a basis for comparison here.
This applies to more or less all non-UAC weapons. Swinging a handaxe in 5 sec, for example, is dangerous in many hunting areas, and it's even worse than ranged because it has to deal with hard EBP. Remember how great it was when this didn't exist? I think ranged MSTRIKE will help mitigate this as it has for melee. Swarmy areas, bandits, etc. will be more palatable for archers who don't have good crowd control. UAC is great because it has its own EBP mechanics, it's fast, it leaves the hand(s) free, and it blocks or bypasses certain things that are aggravating for melee or ranged users. It seems that many ambushing rogues that switched to UAC have never looked back.
>Can't say that I'm fond of the casual "Min/max is expected singular path" approach to game mechanics design. Really kind of frustrated to see so many players embrace and expect it to be the norm.
I absolutely agree with this, and it's worth bringing up again. I hate to see new and returning players looking at "builds" when there are so many options available. (Except maybe paladins.) It's had some good ideas over the years. Much bigger issue than the archery update, though.
>If people aren't minmaxing, why are they picking longbows over shortbows? Claids over GreatSwords? Mauls over quarterstaffs?
There are deeper-rooted issues with weapons that should eventually be addressed. Compared to heavy axes and two-handers, mauls swing faster, use a consistent damage type, and have a decent chance to hit an aimed area. Their DF is about the same as a two-hander and maybe slightly worse than an axe, but mauls are also great against plate armor. Overall, very little trade-off. Claids were just a design mistake. They only made sense when breakage existed. Again, not really a discussion for this topic, but I'm not sure I would use them as a basis for comparison here.
CAMPBELLS
Re: Archery Update Design: Sneak Peak
03/30/2020 06:39 PM CDT
<<This applies to more or less all non-UAC weapons. Swinging a handaxe in 5 sec, for example, is dangerous in many hunting areas, and it's even worse than ranged because it has to deal with hard EBP. Remember how great it was when this didn't exist? I think ranged MSTRIKE will help mitigate this as it has for melee. Swarmy areas, bandits, etc. will be more palatable for archers who don't have good crowd control. UAC is great because it has its own EBP mechanics, it's fast, it leaves the hand(s) free, and it blocks or bypasses certain things that are aggravating for melee or ranged users. It seems that many ambushing rogues that switched to UAC have never looked back.>>
I agree.
Wolfloner's player
Steve
I agree.
Wolfloner's player
Steve
OM1E5GA
Re: Archery Update Design: Sneak Peak
03/30/2020 07:19 PM CDT
<Swinging a handaxe in 5 sec, for example, is dangerous in many hunting areas, and it's even worse than ranged because it has to deal with hard EBP.>
Did I miss a line in the teaser that said ranged will no longer be subjected to EBP or are you saying that's the way it is now?
The later certainly isn't true, critters with shields block my arrows regularly and this happens with my empath quite a bit too:
A rotting Citadel arbalester cocks his oak and steel arbalest and loads it with a wooden heavy crossbow bolt.
A rotting Citadel arbalester fires a wooden heavy crossbow bolt at you!
You deflect the bolt with your runestaff!
The heavy crossbow bolt breaks apart and crumbles away.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
Did I miss a line in the teaser that said ranged will no longer be subjected to EBP or are you saying that's the way it is now?
The later certainly isn't true, critters with shields block my arrows regularly and this happens with my empath quite a bit too:
A rotting Citadel arbalester cocks his oak and steel arbalest and loads it with a wooden heavy crossbow bolt.
A rotting Citadel arbalester fires a wooden heavy crossbow bolt at you!
You deflect the bolt with your runestaff!
The heavy crossbow bolt breaks apart and crumbles away.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
KANDOR
Re: Archery Update Design: Sneak Peak
03/30/2020 08:08 PM CDT
>Did I miss a line in the teaser that said ranged will no longer be subjected to EBP or are you saying that's the way it is now?
Er, right. I meant Parry only, as they work today. Ranged attacks are subjected to less of the EBP equation than melee attacks.
Er, right. I meant Parry only, as they work today. Ranged attacks are subjected to less of the EBP equation than melee attacks.
JALL1
Re: Archery Update Design: Sneak Peak
03/31/2020 11:02 AM CDT
Will Burghal Gnomes retain their bonus to crossbow speed?
Sorry if this has already been asked and answered and I missed it.
Sorry if this has already been asked and answered and I missed it.
PEREGRINEFALCON
Re: Archery Update Design: Sneak Peak
03/31/2020 01:05 PM CDT
>> That said, as a forest gnome, my RT still isn't ever going to be 4 sec whether I use Surge or not.
>> Starchitin, the OG
The mechanical crossbows are a game changer for gnomes (at least for my gnome ranger). You really should check these out.
-- Robert
>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
>> Starchitin, the OG
The mechanical crossbows are a game changer for gnomes (at least for my gnome ranger). You really should check these out.
-- Robert
>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
OM1E5GA
Re: Archery Update Design: Sneak Peak
03/31/2020 02:35 PM CDT
<The mechanical crossbows are a game changer for gnomes (at least for my gnome ranger). You really should check these out.>
I'm not spending $50 or more to get and unlock a weapon just to shave off a couple seconds RT. That isn't what causes me problems with hunting anyway, it's the mechanics of the Rift either pulling me from hiding or preventing me from getting into the shadows. Sure, a 5 sec aimed shot from the shadows would be nice, but it's not going to do a thing for me when I fall out of the shadows and a randomly triggered shifting of the shadows prevents me from getting back into them.
Even if my RT was breaking the game for me, it would just as easily be solved by replacing my composite bow with a short bow.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
I'm not spending $50 or more to get and unlock a weapon just to shave off a couple seconds RT. That isn't what causes me problems with hunting anyway, it's the mechanics of the Rift either pulling me from hiding or preventing me from getting into the shadows. Sure, a 5 sec aimed shot from the shadows would be nice, but it's not going to do a thing for me when I fall out of the shadows and a randomly triggered shifting of the shadows prevents me from getting back into them.
Even if my RT was breaking the game for me, it would just as easily be solved by replacing my composite bow with a short bow.
Starchitin, the OG
A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
PEREGRINEFALCON
Re: Archery Update Design: Sneak Peak
03/31/2020 04:15 PM CDT
>> I'm not spending $50 or more to get and unlock a weapon just to shave off a couple seconds RT.
Totally agree on this point. I purchased mine using silver (from someone else who spent whatever it was they spent to get the BS that I purchased.)
Understand on the hiding challenges. My ranger fires from the open.
-- Robert
>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
Totally agree on this point. I purchased mine using silver (from someone else who spent whatever it was they spent to get the BS that I purchased.)
Understand on the hiding challenges. My ranger fires from the open.
-- Robert
>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
DUGOAR
Re: Archery Update Design: Sneak Peak
04/01/2020 08:27 AM CDT
So it has been a week, are you done yet? :D
Joking aside, I really love this plan and am excited for all of it.
I am really curious about the currently scripted items piece and how that shakes out. Specifically for perm fletching razors, mechanical crossbows, and compartment quivers.
On the fletching razor piece, with the current descriptions it sounds like all you need is a normal fletching razor to make a stack of 20 arrows and you are good to go.
Naijin, really great work here! I am pretty happy with all the changes you introduce to the game and am really looking forward to this one.
Illithek
Joking aside, I really love this plan and am excited for all of it.
I am really curious about the currently scripted items piece and how that shakes out. Specifically for perm fletching razors, mechanical crossbows, and compartment quivers.
On the fletching razor piece, with the current descriptions it sounds like all you need is a normal fletching razor to make a stack of 20 arrows and you are good to go.
Naijin, really great work here! I am pretty happy with all the changes you introduce to the game and am really looking forward to this one.
Illithek