So at least for the most part it's an issue with unloomed arrows, not necessarily all of them, to include fully loomed ones as well?
I've actually spoken with Jacko (the M:BG dev who is also an xbow "lifer") several times on the topic of accuracy. As a game design objective, we both agree that rng should be minimized as much as possible. This is one of the few areas where I can say we have a clear objective worth trying to achieve (needs improved for xbows).
I can understand accuracy reductions to a degree, mostly for lower tier bows, but it still doesn't seem like you have anything to gain by doing so. If your build is pointlessly accurate, why not just spend the excess WM elsewhere? As things stand, players at least have the ability to choose the accuracy they desire most. Previously, you had pretty much one accuracy, whatever you could get with 6PD. Why revert things and decrease player choice?
Wait—why are people going 12PD instead of 10 (the highest effective amount possible). Did you mean 10? Is there a misconception about the PD req +4 rule that needs addressed? Is this a bug of sorts?
The main reason weight was increased is that we were aware that we were allowing archers with 3 and 4 PD to get significantly more athletics than what they had previously. This means, to keep kiting from getting out of hand, as a precautionary measure, increasing weight is the most sound option. As to the effectiveness of 0 slot weapons, certainly they're the worst in the game, without a doubt. On top of that, it's true that they're also the most restrictive on fighting styles, as well as the most difficult to use. That being said, it might be good to consider buffing them and making more 0 slot blunt weapons.
To be honest with you, I become very hesitant when someone tells me "I've played x forever and have more experience with it than most anyone else". The only thing I care about, is how sound someone's argument is on its own merits, absent any grandfathering of supposed authority. Thankfully, both of the posts I had the pleasure of responding to with this post provided constructive, well thought out arguments and concerns.
Certainly the topic of this thread isn't potential. What responses I gave in this thread using my own experience as evidence of a sort, was either in response to a different topic(posters, as in every thread, are often found straying slightly from the initial topic) or used to show how being restricted to my own perspective seems to be keeping me from understanding the ammo complaints.
I fully understand upkeep is an issue for many players. Upkeep without a doubt needs looked at. San and I spoke about it shortly a few days ago and likely this will be a part of whatever the next set of changes are.
I think I missed something as I'm not really sure what you're getting at with the pierce -> melee argument.
I would say yes, primarily the issue would be with unloomed arrows.
The simplest revision would be to increase arrow count by 5 or so and then give each rank higher an additional arrow and a little damage.
Increasing the weight as the rank increases from 8 to 9.5 is just... I don't even.
While I would agree that RNG is a terrible system, the reticle accurately represents the possible deviation of the arrow from the center point.
I was able to accurately hit targets with 160 wpf pre-patch in 40-50 body armor despite the reticle being wider just because, even at longer ranges, an enemy's body would still take up 70-80% of that reticle.
Just playing around in-game right now with 155, getting headshots at range is much, much easier. At least before, players were less likely to get slapped with that headshot multiplier.
I can understand why you'd be wary of anyone using the "trust me because I've been playing for x amount of time," but seriously, I wouldn't trust myself balancing two-handers because I haven't played it nearly enough to know the mechanics as well as many other players.
There are quite a few of us who have/had been playing as archers for years and experienced each and every patch who would love to weigh in and would know the class much better than non-archers.
What I'm trying to get at is you've experienced one side of this extensively: the pointy side of the arrow.
There's a bunch of us who have been experiencing the other side extensively as well and should be trusted (somewhat, anyway) as reliable sources with the class.
And yes, 10PD. Got mixed up with throwing as someone was talking about their super gay throwing build in TS.
What are your thoughts--or is it possible--to add a cap on athletics if a player has a point or more in the PD skill?
This would work SO much better and solve the issue immediately.
we should have san go on na1 with a shield and 1her go 20-2 every round and it will become very clear by your standards of determining item balance that 1hers damage and speed is way too high and should be cut by 25% across the board.
While I don't think the "tone" of your posts are anywhere near conducive to your argument, Kesh, I do agree with this bit.
I'm not sure I understand how players like San can be ignored, as, if class potential is something to be considered, shouldn't 1h weapon speed also be reduced?
Shit, with my ping, there's rarely enough reaction time (not on my end but due to my own ping) to get a block up.
Often, I'm already hit by the swing before the blade is even coming in my direction.