Aller au contenu

Photo

Further fixing archery-


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
AstralFire

AstralFire
  • Members
  • 28 messages
Is it just me, or it would it improve Archery a lot if there weren't tightly managed stocks of the special arrows by late game, so they could more easily compete? I often hear lack of runes as one of their issues (and I agree), but I never hear special arrows used as a potential fix. How easy would it be to make new custom arrows with more effects and unlimited supply?

#2
durasteel

durasteel
  • Members
  • 2 007 messages
Or add some arrow and bolt recipes to the trap making skill.

#3
AstralFire

AstralFire
  • Members
  • 28 messages
That would also work nicely.

#4
metatrans

metatrans
  • Members
  • 213 messages
archery is very troubled indeed. i agree.



there need to be bows with rune slots, for sure.



and i wholeheartedly agree with your suggestion that there ought to be a way of replenishing your stock of special arrows. crafting or vendors with unlimited supply, either would work. i like the trapmaking suggestion alot. it would add utility to an underpowered skill.

#5
AstralFire

AstralFire
  • Members
  • 28 messages
http://social.bioware.com/project/864/



The project is underway. This is sort of a sloppy fix, but it's the best I can do for now. Feel free to leave feedback.

#6
Sharog

Sharog
  • Members
  • 141 messages
the crit % dmg is capped at 2.0 multiplier, with this arrow u basicly hit the cap right the way, making alot of item kinda pointless. although the real issue imo is that tons of specialization and skills has no real synergy with archery. if one would make Berserking and Blood frenzy usable with bows, then archery would be quite sick. and for rogue making bow shots able to backstab

#7
CodeGenAnA

CodeGenAnA
  • Members
  • 17 messages

Sharog wrote...

..and for rogue making bow shots able to backstab...


You cant backstab with a bow? WTF.

#8
Seraphael

Seraphael
  • Members
  • 353 messages
http://www.damods.co....php?topic=30.0



The above mod which allows any weapon to be enchanted could be of interest.

#9
Varenus Luckmann

Varenus Luckmann
  • Members
  • 2 891 messages
Runes for bows & crossbows, ranged backstabs. It'd basicly fix everything.

#10
AstralFire

AstralFire
  • Members
  • 28 messages

Sharog wrote...

the crit % dmg is capped at 2.0 multiplier, with this arrow u basicly hit the cap right the way, making alot of item kinda pointless. although the real issue imo is that tons of specialization and skills has no real synergy with archery. if one would make Berserking and Blood frenzy usable with bows, then archery would be quite sick. and for rogue making bow shots able to backstab


I did not know that, thank you! I'd only tested with Critical Shot, not Arrow of Slaying. I don't want it to add chance of critical because some abilities don't make use of the runes, and I didn't want to have to see if this applied to the critical rate and arrows as well, to be frank. I'll definitely have to make some adjustments now. Adjusting talents is one possible solution, but I'm concerned that'll require me to remember more C++ than I have in me, and I wanted to leave that sort of thing more to the general 'class rebalance' mods.

Seraphael wrote...

http://www.damods.co....php?topic=30.0

The above mod which allows any weapon to be enchanted could be of interest.


It's useless. Ranged weapons have their 'chance on hit' effects determined by their ammunition, and a number of them don't work or are funny about working with range. Believe it or not I spent 6 hours messing with testing options like that last night. Visual effects also work funny.

EDIT: Why the bloody hell is it formatting my post funny and giving me random linebreaks?

Modifié par AstralFire, 22 novembre 2009 - 05:57 .


#11
AstralFire

AstralFire
  • Members
  • 28 messages
I just made some changes to the balancing. Tomorrow or so I'll work more on making them craftable, if at all possible.

#12
AstralFire

AstralFire
  • Members
  • 28 messages
The current plan is as-follows:



Plot completion of a zone grants a plot item for each one. The plot item, when used, generates 99 of the appropriate arrow. You get fire, filth and ice quivers upon completion of Ostagar, elf-flight for finishing the Dales, Andraste for the Circle, Solar for Redcliffe (including dealing with the Earl), Whisperfrost for Orzammar. The original campaign arrows would be rebalanced (add damage/attack/etc bonuses to the originals as appropriate - nothing too much, though) and set to zero cost so that they couldn't be sold for more cash.



You'd get a codex entry explaining each plot item, ex:

"The Quiver of Andraste.



Despite the name, it is unlikely Andraste ever used nor knew of such things as this quiver - nor its namesake arrows. Instead, it is the former property of a Knight-Commander in the Templars. Before you left the tower of the Circle, Ser Greagoire pulled you aside by the arm and presented you with a red velvet-lined, gold-embroided quiver, expressing his hopes that you would find it useful in your continued travails.



Though the Chantry primarily employs Templars to deal with difficult mages, more than a few have learned to appreciate the talents of bowmen in the cause. This innocuous-seeming item bears a trapdoor at its base; when a normal arrow is placed properly within, a secret mechanism releases a small amount of mind-numbing poison onto the arrowtip. If this poison makes skin contact with a mage in the middle of a spellcast, the victim is interrupted and loses the spell - useful indeed."

#13
T0rin3

T0rin3
  • Members
  • 358 messages
Why is the lack of runes in weapons or the lack of plentiful "special" arrows an issue for archery? You think that adding 1-15 damage is going to fix everything?



Personally, I don't see anything with with archery. I'm currently soloing Nightmare with an archery rogue and having a blast.

#14
Kozuka78

Kozuka78
  • Members
  • 63 messages
Archery is abit weak at lower levels but it scales fine. My first PC was an archer rogue and he practically solod the arch demon from range while my party kept the adds off him.

#15
AstralFire

AstralFire
  • Members
  • 28 messages

T0rin3 wrote...

Why is the lack of runes in weapons or the lack of plentiful "special" arrows an issue for archery? You think that adding 1-15 damage is going to fix everything?

Personally, I don't see anything with with archery. I'm currently soloing Nightmare with an archery rogue and having a blast.


Archery is currently usable as-is, no doubt. The addition of more and better special arrows is as much an attempt at improving balance of efficacy as it is in offering archers an equal amount of options to play with. I'm very open to the possibility that the items may be too strong - they'll be getting adjusted up and down as the mod progresses.

#16
tranj84cl

tranj84cl
  • Members
  • 149 messages
I think that as a whole, everyone wants every build to be on par with a mage. My archer is doing fine in my playthrough, hell, I even run 2 archers with Leliana a lot of the time. No dex hotfix either. You just have to build them a bit different.



If you can keep the aggro off of them, they wreak havoc on bosses, insta-kill mages, CC, and just about anything you need.