Classes, resources, and balance

An area to facilitate free-form feedback on systems (in-game or out) related to Arelith.
Invader_Nym
Posts: 311
Joined: Mon Nov 28, 2016 4:05 am

Re: Classes, resources, and balance

Post by Invader_Nym » Mon Oct 16, 2017 6:27 am

Wouldn't mind a 1d6 <elemental type> unlimited bow to be honest. Bet you you add something like that to the game and there will be an archer renaissance.

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Mithradates
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Posts: 76
Joined: Mon Sep 08, 2014 2:34 pm

Re: Classes, resources, and balance

Post by Mithradates » Mon Oct 16, 2017 7:45 am

Making good arrows really shouldn't be such a pain, and the path available to a singular class doesn't remedy the whole issue. A revamp is desperately needed.

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BrilliantInsanity
Posts: 60
Joined: Mon Jul 24, 2017 11:02 pm
Location: Charleston, WV

Re: Classes, resources, and balance

Post by BrilliantInsanity » Mon Oct 16, 2017 9:46 am

Invader_Nym wrote:Wouldn't mind a 1d6 <elemental type> unlimited bow to be honest. Bet you you add something like that to the game and there will be an archer renaissance.
Or, in line with peoples desire to use essences on bows, instead of the arrows, an endless supply of +1, +2 or +3 ammunition(perhaps even make these bows craftable! winkwink), then an essence of the players choice to bring them pretty much on line with melee.

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Baseili
Posts: 222
Joined: Fri Jul 21, 2017 6:09 pm
Location: England

Re: Classes, resources, and balance

Post by Baseili » Mon Oct 16, 2017 10:30 am

Seven Sons of Sin wrote:What happens if we standardize arrow crafting by:

1 - eliminate arrowheads/shafts, and you instead just craft "Arrow Bundle" via Carpentry or Smithing
2 - Arrow Bundles receive variation if you use gems (a la corresponding to essences), at a higher DC, in either Carpentry or Smithing. Nothing would go higher than +2 elemental damage

i.e. the new item looks like,

ingredients: X, + emerald
product: Acid Iron Arrow Bundle (+1)

etc,

sidenote: why the hell did we add the "Feedback" subforum if General Discussion still gets plagued with these kinds of discussions?
Simplifying the production of arrows and bolts would be a grand idea, as it currently stands it's:
2 Ingots (4 ore + 4 coal) + 2 coal + 1 Casting Mold (2 Clay) + 3 arrow shafts (9 Softwood).
Having it cut down to just 2 ore (or 1 ingot) + 3 (or 1 with ingot) coal + casting mold + 1 arrow shaft under carpentry would be more fitting, though the additional elemental damage via gem might be a tad too far.

Though that still leaves free arrow spawning as the elephant in the room and crossbow users at a considerable disadvantage in comparison. I honestly believe it must be either crafting or spawning, not both. Also bundles for other ranged weapons would be fantastic, I long to see a shuriken throwing ninja monk.

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Mr_Rieper
Posts: 785
Joined: Mon Sep 08, 2014 9:01 am

Re: Classes, resources, and balance

Post by Mr_Rieper » Mon Oct 16, 2017 12:03 pm

Seven Sons of Sin wrote:sidenote: why the hell did we add the "Feedback" subforum if General Discussion still gets plagued with these kinds of discussions?
There is wisdom here, I can feel it.
CosmicOrderV wrote:
Sat May 11, 2019 4:55 pm
Be the change you want to see, and shape the server because of it. Players can absolutely help keep their fellow players accountable.

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