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View Full Version : Change AA Terror Arrows To Work Like Nightmare Proc



Ganolyn
03-30-2013, 11:26 AM
Let's face it, most people agree that Fearsome is an annoying effect that causes more grief than good. The only time I enjoy using it myself is if I have a paralyzing bow that is still going off reliably. You fear them and then freeze them while their saving throw is at -2. After that there is no real use for it except for the hope you will roll a 20 and the mob will die of fear. That's sometimes hard to do while the mob is zig-zagging away and leaving the area.

It would be a more useful effect if it worked just like Nightmare does, by giving extra force damage each hit (saving throw negates, but it seems pretty high) and killing on a 20 (I don't know what the saving throw is, but it kills just about everything that is not a boss or EE level or otherwise immune). The force damage makes sense as it is a logical upgrade from the Force Burst imbue and it would give AA's a useful mob vorpal and the Slaying arrows for bosses and the like.

RobbinB
03-30-2013, 02:33 PM
Well, given that there is almost no utility endgame in anything except slayer arrows, I'm not sure how relevant this is.

There's been posts in the pasts about revamping the AA lines such that there isn't just one arrow that's always used. IMO, slayer arrows should be moved to DWS or (possibly) toned down and made as a feat/enhancement available to any archer. Then the AA lines should be reworked.

My personal idea would be to have several lines of which an AA selects one. Each line would provide a mixture of dps and useful secondary effects that upgrade in tiers. For example, the dark line would be something like:
tier 1 (level 6) - 1d6 neg. energy damage
tier 2 (level 9) - add neg. energy burst damage on crit, add secondary effect (like shaken or cursespewing)
tier 3 (level 12) - add death effect (like pk on 20)
tier 4 (level 15) - add blast or other neg energy burst damage on 20, slight upgrade to secondary effect (eg. cursespewing to impr cursespewing)
tier 5 (level 18) - upgrade the death effect (eg. change it to nightmare)

Obviously, this line would not be very useful against undead, which is where the regular force and force burst arrows would become the useful backup plan.

Another line could be acid/fire combo, which might have the secondary effects like acid arrow, destruction and possibly fire-based procs such as incineration. This obviously would do a lot more damage on certain mob sub-populations, but be almost useless against others (so again force and force burst arrows would be a useful backup plan).

Ape_Man
03-30-2013, 02:36 PM
Um . . . they do have a PK affect.

toaf
03-30-2013, 03:15 PM
i love terror, and make fun of my friends that chase them. do feel abit bad if they run off and grab more monsters, but with the new aggro "feature" dose not seem to be a issue anymore

9Crows
03-30-2013, 04:03 PM
Um . . . they do have a PK affect.

which op stated

Ganolyn
03-30-2013, 05:04 PM
Well, given that there is almost no utility endgame in anything except slayer arrows, I'm not sure how relevant this is.

It would be relevant in everything that is not end game that Terror arrows could be used in. Designing things for a rarefied atmosphere is not a good approach to things. Nightmare works up to EH and then Slaying arrows are good after that. It costs 12 AP to unlock Terror arrows and they are required for Slaying arrows. It would be nice if they were good for something.

ArcaneArcher52689
03-30-2013, 05:32 PM
Well, given that there is almost no utility endgame in anything except slayer arrows, I'm not sure how relevant this is.

There's been posts in the pasts about revamping the AA lines such that there isn't just one arrow that's always used. IMO, slayer arrows should be moved to DWS or (possibly) toned down and made as a feat/enhancement available to any archer. Then the AA lines should be reworked.

My personal idea would be to have several lines of which an AA selects one. Each line would provide a mixture of dps and useful secondary effects that upgrade in tiers. For example, the dark line would be something like:
tier 1 (level 6) - 1d6 neg. energy damage
tier 2 (level 9) - add neg. energy burst damage on crit, add secondary effect (like shaken or cursespewing)
tier 3 (level 12) - add death effect (like pk on 20)
tier 4 (level 15) - add blast or other neg energy burst damage on 20, slight upgrade to secondary effect (eg. cursespewing to impr cursespewing)
tier 5 (level 18) - upgrade the death effect (eg. change it to nightmare)

Obviously, this line would not be very useful against undead, which is where the regular force and force burst arrows would become the useful backup plan.

Another line could be acid/fire combo, which might have the secondary effects like acid arrow, destruction and possibly fire-based procs such as incineration. This obviously would do a lot more damage on certain mob sub-populations, but be almost useless against others (so again force and force burst arrows would be a useful backup plan).

This sounds like a good idea, hopefully we'll see something like it in the new enhancement.

Talon_Moonshadow
03-30-2013, 06:01 PM
I disagree.

Fearsome is a very nice effect.

We need more CC not less.

Do you know what my melee characters do when something runs away?

I either, ignore it, and go find something else to attack.
Wait for it to come back. (they do come back... and it doesn't even take very long)
Or pull out my own ranged weapon and shoot at it.

No reason to chase it, and a feared monster is (literally) not hurting anyone.




However, a smart archer will choose which arrow effects to use based on the situation, and keep party preferences in mind when making that decision.

Many times CC of any form is not needed (or appreciated).
And many players "do" get annoyed at having feared monsters running around.
So choose carefully....


But I like having the option.

HungarianRhapsody
03-30-2013, 06:13 PM
I disagree.

Fearsome is a very nice effect.

We need more CC not less.

Do you know what my melee characters do when something runs away?

I either, ignore it, and go find something else to attack.
Wait for it to come back. (they do come back... and it doesn't even take very long)
Or pull out my own ranged weapon and shoot at it.

No reason to chase it, and a feared monster is (literally) not hurting anyone.

Do they not wake up their buddies when they run into them anymore? I seem to recall Feared enemies running off to wake up more enemies and bring them back in a group.

Did that change recently?

Ganolyn
03-30-2013, 06:19 PM
Do they not wake up their buddies when they run into them anymore? I seem to recall Feared enemies running off to wake up more enemies and bring them back in a group.

Did that change recently?


Mobs seem to be deaf, dumb and blind again until you practically place a rabid ferret in their pants. I assume they will fix that again, but for the time being it's a boost for players.

CaptainSpacePony
03-30-2013, 10:04 PM
I like this idea.

Talon_Moonshadow
03-30-2013, 11:11 PM
Do they not wake up their buddies when they run into them anymore? I seem to recall Feared enemies running off to wake up more enemies and bring them back in a group.

Did that change recently?

Good point.

Well, currently I am not sure.

I believe that unagroed monsters are currently deaf and do not hear the feared friends' cries for help.

But I also believe that is a bug abd will be eventually fixed.



But ok, they used to call for help.

So you do have to be careful with them.

indiscriminate use of terror arrows is unwise.

and I agree many Rgrs aren't too smart about stuff like that.

I am not totally happy with th AA arrow choices.

But I do like having terror arrrows as a CC option.

RobbinB
03-31-2013, 03:48 AM
Good point.

I am not totally happy with th AA arrow choices.

But I do like having terror arrrows as a CC option.

This is the problem when you have an effect that 95% of the population hates and has little use for. There's the 5% that likes it and makes use of it.

If they were to revamp the AA into lines, then IMO it would be a mistake to include fear as an automatic secondary effect, since this would be annoying to many people.

Still, they could impliment my suggestion for a dark line and maybe AA's choosing that line could choose to spend one additional AP to use conventional terror arrows, if they believe there would be a situational utility for them. Alternatively the fear effect could be placed on a toggle, so you could decide whether you wanted it or not.