Classes, resources, and balance
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Re: Classes, resources, and balance
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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Re: Classes, resources, and balance
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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Re: Classes, resources, and balance
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.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.
Re: Classes, resources, and balance
Simplifying the production of arrows and bolts would be a grand idea, as it currently stands it's: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?
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.
Re: Classes, resources, and balance
There is wisdom here, I can feel it.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?
CosmicOrderV wrote: ↑Sat May 11, 2019 4:55 pmBe the change you want to see, and shape the server because of it. Players can absolutely help keep their fellow players accountable.