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Re: Classes, resources, and balance

Posted: Mon Oct 16, 2017 6:27 am
by Invader_Nym
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

Posted: Mon Oct 16, 2017 7:45 am
by Mithradates
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.

Re: Classes, resources, and balance

Posted: Mon Oct 16, 2017 9:46 am
by BrilliantInsanity
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.

Re: Classes, resources, and balance

Posted: Mon Oct 16, 2017 10:30 am
by Baseili
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.

Re: Classes, resources, and balance

Posted: Mon Oct 16, 2017 12:03 pm
by Mr_Rieper
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.