View Full Version : A simple (minor) nerf for ranged combat
Sonoma
11-14-2019, 04:21 PM
It occurred to me, as I auto-reloaded another 1000 bolts in my vorpal heavy repeater, that 'this is too easy'. I know it is magic, but it's Creation, and it should Cost. It should cost a lot of spell points (100+) and a serious material component. Like Small or Average Khyber Dragonshards, same as a trap the soul spell. They are not a rare collectable, just have to grind fragments through the stone of change, and they drop everywhere.
To really nerf the shooters, do away with conjure bolts/arrows altogether, and make huge quivers available. Maybe allow hotkeys to select stacks. Maybe that's a little too much.
Anyway, ranged combat is too easy, and one reason is rapid spray of unlimited ammo.
PsychoBlonde
11-14-2019, 05:22 PM
Adding a pointless time-wasting annoyance isn't the same thing as a reduction in power, and MOST methods of ranged combat are a bit on the UNDER-POWERED side or irrelevantly awful right now (some, like non-shuriken throwing builds, have NEVER been viable, let alone good.)
Sonoma
11-14-2019, 06:41 PM
Adding a pointless time-wasting annoyance isn't the same thing as a reduction in power,
Good point. Perhaps it would be better to disable Improved precise shot. And nerf ratcher. And outlaw bump stocks on crossbows.
janave
11-15-2019, 07:47 AM
Nerf fruits because apples are overpowered.
dennisck2
11-15-2019, 09:18 AM
Nerf fruits because apples are overpowered.
+1
Lonnbeimnech
11-15-2019, 09:25 AM
It occurred to me, as I auto-reloaded another 1000 bolts in my vorpal heavy repeater, that 'this is too easy'. I know it is magic, but it's Creation, and it should Cost. It should cost a lot of spell points (100+) and a serious material component. Like Small or Average Khyber Dragonshards, same as a trap the soul spell. They are not a rare collectable, just have to grind fragments through the stone of change, and they drop everywhere.
To really nerf the shooters, do away with conjure bolts/arrows altogether, and make huge quivers available. Maybe allow hotkeys to select stacks. Maybe that's a little too much.
Anyway, ranged combat is too easy, and one reason is rapid spray of unlimited ammo.
why would it be so difficult to make arrows [magically] if even primitive tribes people can sharpen a stick?
if anything they should add a non magical ability to fletch arrows/bolts
droid327
11-15-2019, 01:08 PM
why would it be so difficult to make arrows [magically] if even primitive tribes people can sharpen a stick?
if anything they should add a non magical ability to fletch arrows/bolts
You can craft ammo non-magically
Also to OP: I'd just summon my ammo before a quest, in town, where my SP will regenerate (especially with a Guild buff). That's not a nerf, its just a speed bump, and that's poor game design.
ValariusK
11-15-2019, 01:36 PM
You can craft ammo non-magically
Also to OP: I'd just summon my ammo before a quest, in town, where my SP will regenerate (especially with a Guild buff). That's not a nerf, its just a speed bump, and that's poor game design.
Meta-point here that I don't think I can over-emphasize.
Never try to balance game power against game quality of life. Never, ever if you have the choice let players choose to trade QoL degradation for more game power. They will, and they'll get grumpy about it. Don't allow, or Sovereign Host forbid, ever engineer such choices.
Kutalp
11-16-2019, 02:42 PM
why would it be so difficult to make arrows [magically] if even primitive tribes people can sharpen a stick?
if anything they should add a non magical ability to fletch arrows/bolts
Well the point is making proper arrows is not as simple as someone thinks. Neither arrows nor the bolts are simple sharpened sticks. There used to be a specific profession (but also experienced bowman allaround the world knew how to do that. Bowmen were also known with crafting fine musical instruments) bowyer; sub profession of woodcraftsman and they were also sub profession of crafts guild (There were actual guilds and strong trade relations)
Someone would not pick a random piece of wood from a random tree and carved sticks to make arrow shafts. It is simply horrible idea. Same for the material and crafting of bows.
Proper arrow heads require high level of smithing. There is also a hundred different type of arrow tips for different uses.
Anyhow, I agree with fletching.
Ingame instantenous crafting; Someone should not be able to 'snap' craft arrow in the middle of the combat. Even spells require and should require spell points and different materials to be cast or to enchant.
Actually the most realistic and balanced classes in the game right now are Archmage subclass of Wizard, Fighter and Rogue. Anything else is ridiclously overpowered. Universal trees are like Super action hero trees/classes/races of their own. (I love Vistani tree. Kill me)
The classes and enhancemnt trees need more avoidance and survivability. But dps and instant no cost abilites are simply overpowerd and ruining the fun. Turning players bored and stay away from gaming the long turn.
Memnir
11-16-2019, 06:12 PM
https://i.imgur.com/44voaXS.gif
Because why spend the time to build up the other systems when it's so much easier to tear a single one down, amiright?
darkniteyogi
11-16-2019, 06:38 PM
Warforged self healing has always been OP ever since they were introduced.
A smart fix i recommend to Standing Stone Games is:
Require Astral shards, Purified Ebberon dragonshards, Tokens of the Twelve, and Trapped Souls of Warforged to repair. The cost of repair becomes higher as the warforged character ages in total hours logged on.
The warforged will have a maximum lifespan of 100 hours logged on, from where either it TR's or will become unusuable / irreparable.
Paladin_of_Power
11-22-2019, 04:30 AM
^^^
Yes and after a bladeforged or warforged go swimming they will now need to be immediately sprayed down with WD-40 and scrubbed with Scotch-Brite otherwise they will rust up and become immobile like the Tinman. While taking 1d6 Rust damage per round.
OfElectricMen
11-26-2019, 07:49 AM
Lol, good one.
shawnvw
12-01-2019, 01:33 AM
^^^
Yes and after a bladeforged or warforged go swimming they will now need to be immediately sprayed down with WD-40 and scrubbed with Scotch-Brite otherwise they will rust up and become immobile like the Tinman. While taking 1d6 Rust damage per round.
I fully agree with the sarcastic intent of your comeback. But you know - taking rust damage from swimming actually makes sense! They could have the same "Breath" bar as fleshies, only it would be labeled "Rusting".
If the devs decide that WF have too many advantages, they should implement this.
Cernunan
12-01-2019, 09:03 AM
Nerf fruits because apples are overpowered.
This
jkalten
12-01-2019, 12:32 PM
Meta-point here that I don't think I can over-emphasize.
Never try to balance game power against game quality of life. Never, ever if you have the choice let players choose to trade QoL degradation for more game power. They will, and they'll get grumpy about it. Don't allow, or Sovereign Host forbid, ever engineer such choices.
Every designer from AAA games needs to read this statement and then think long and hard about monetization choices.
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