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Thread: ManyShot

  1. #1
    Founder drkelfdourden's Avatar
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    Thumbs down ManyShot

    The manyshot Feat is a shot duration Feat why? It doesn't benefit me to be able to shoot multiple arrows at once if I can't do it for 120 secs Since you take a hit on your attack rolls shouldn't it be a feat like power Attack or Maximize spell? I think so.

  2. #2
    Founder Aesop's Avatar
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    Haven't used it yet but that sounds right to me. A toggle stance feat would make sense. Of course in pnp you shoot multiple arrows at the cost of speed so... dunno maybe they have it right

    Aesop

  3. #3

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    Quote Originally Posted by drkelfdourden View Post
    The manyshot Feat is a shot duration Feat why? It doesn't benefit me to be able to shoot multiple arrows at once if I can't do it for 120 secs Since you take a hit on your attack rolls shouldn't it be a feat like power Attack or Maximize spell? I think so.
    In DDO, there is no attack Penalty for using Manyshot. They instead opted to make it an active ability. For 20 seconds, every 2 minutes, you get to fire 2 arrows at once, at level 11, this changes to 3 arrows.

    I think even with an attack penalty this ability would be too powerful. I use this with Improved Piercing Shot, and I'm killing 6-7 Giants on elite (when I line em up) in the time it takes me to kill one.
    Me: Ok guys, so which direction do you head?
    P1: Well, we can't double back, they'll be waiting for us.
    P3: Well north won't work, we'll just get more lost in the wasteland.
    P1: How about weast?
    Me: ......
    P2: That sounds like a good idea, lets go that way.
    P3: Sure!
    Me: Um, guys, what the hell is weast?
    ::Blank looks on players' faces::
    Me: ::Sigh:: Ok, you head weast.

  4. #4
    Community Member Jaysensen's Avatar
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    Several Rangers posted that suggestion last Summer. There is a recent Manyshot discussion going on in the Ranger forum also.
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  5. #5
    Community Member Zyklon's Avatar
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    Many Shot is plenty powerful as is. It's knowing when to use it. At low levels it seems a bit bland. At level 11 you will see it's very powerful - tab to the back and fire.

    One change and it's been mentioned before - CHANGE THE COLOR OF THE ICON. It's near impossible to see the timer on it.
    So it's sorta social, demented and sad, but social.

  6. #6
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Zyklon View Post
    One change and it's been mentioned before - CHANGE THE COLOR OF THE ICON. It's near impossible to see the timer on it.
    They are. Please read the Weekly Developer Activities posts.

  7. #7

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    Can you post the link on which WDA they mentioned the change in the icon color. I must be overlookign it cause I can't find it.

    I ask cause I wanna share this with a buddy, we both play archers (ranger/fighter build), and that is our main complaint, that **** icon coloring.
    Me: Ok guys, so which direction do you head?
    P1: Well, we can't double back, they'll be waiting for us.
    P3: Well north won't work, we'll just get more lost in the wasteland.
    P1: How about weast?
    Me: ......
    P2: That sounds like a good idea, lets go that way.
    P3: Sure!
    Me: Um, guys, what the hell is weast?
    ::Blank looks on players' faces::
    Me: ::Sigh:: Ok, you head weast.

  8. #8
    Community Member Zenako's Avatar
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    Quote Originally Posted by Rook View Post
    Can you post the link on which WDA they mentioned the change in the icon color. I must be overlookign it cause I can't find it.

    I ask cause I wanna share this with a buddy, we both play archers (ranger/fighter build), and that is our main complaint, that **** icon coloring.
    he might be referring to this comment about the UI graphics:

    The highlight on the activated action bar is now more visible.


    Its colored? I always thought it was offwhite on offwhite and if you happened to tilt your head just right to get the glare just so, you could see where the darn timer had progressed to...Just make it a red countdown timer so that it is EASY to see and there will be dancing rangers in the streets....
    Last edited by Zenako; 01-19-2007 at 01:26 PM.
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  9. #9
    Community Member Mad_Bombardier's Avatar
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    "The highlight on the activated action bar is now more visible."

    That is the only one I am seeing at the moment too. Its hard to find the WDAs once they are un-stickied. I am thinking of a dev response explaining that the UI improvement would help Manyshot. I will keep looking.

    But come to think of it, that note could refer to the crosshairs on selected items, colored border on activated feats/stances, or any number of other activated action bar items. Lets hope its a change from the translucent white cooldown timer (which is also a pain for Cure spells, especially Heal which is offwhite in color just like Manyshot).

  10. #10
    Community Member Zyklon's Avatar
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    I mean when you click the Manyshot button - you can barely see the timer going around, because they are nearly identical colors.


    EDIT: yep Mad got it.. the translucent white timers need to go!
    So it's sorta social, demented and sad, but social.

  11. #11
    Community Member ahpook's Avatar
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    At least its 2 minute timer instead of x/rest. A stance with a penalty to hit would have been nice but likely too powerful (and possibly not powerful enough in some circumstances). The way it is now is great when you have to kill something quick.

    To clarify one point: you get 3 arrows at BAB +11 not level 11 (and 4 at BAB 16). This will make a difference if you have splashed some lower BAB class.

  12. #12
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    Quote Originally Posted by Rook View Post
    In DDO, there is no attack Penalty for using Manyshot. They instead opted to make it an active ability. For 20 seconds, every 2 minutes, you get to fire 2 arrows at once, at level 11, this changes to 3 arrows.

    I think even with an attack penalty this ability would be too powerful. I use this with Improved Piercing Shot, and I'm killing 6-7 Giants on elite (when I line em up) in the time it takes me to kill one.
    Not all of us have the same feats, and with a two minute timer on something that was meant to give rangers the ability to have as many attacks per round (or in this case in the same span of seconds) as a melee fighter is too detrimental. epescially if you take into consideration that haste doesn't improve your firing rate. And I don't think it's fair to say that it's too powerful to put in because Wizards are too powerful, Barbarians with their Rage can be too powerful, With wounding weapons my fighter can kill quite a few people in a span of a few seconds which makes her too powerful. It's not about powerful or not because it's too inconsistent. They give awesome power to casters and other classes with their crit chances and specialty items, I don't think it's too much to ask for a simple feat to act like it was supposed to.

  13. #13
    Community Member Shyver's Avatar
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    Quote Originally Posted by gooelf View Post
    epescially if you take into consideration that haste doesn't improve your firing rate.
    Haste does improve your firing rate, so does rogue or fighter speed boost.. They changed that awhile ago.
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  14. #14
    Community Member MtnLion's Avatar
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    Quote Originally Posted by Shyver View Post
    Haste does improve your firing rate, so does rogue or fighter speed boost.. They changed that awhile ago.
    If it does, it does not amount to as much of a boost as the melees get from the same. That said, three attacks (BAB 11 archer) versus 4 or 4.5 (TWF chain 1, .5, 1.5, 1.5) that a melee gets does not make ranged attacks excessively powerful, quite the opposite, since bows and ammunition have been underpowered since before release; gets them closer to parity.
    MtnLion

  15. #15
    Community Member Shyver's Avatar
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    Ranged weapons shouldn't be on par to melee weapons. I understand that they are in PnP. But in this MMO world, of weak AI and "epic lvl" weapons, if that were the case then no one would use melee weapons. It would be easier to kite mobs in a train as a group and imp. precise shot with no worry of injury instead of having to use a combined group effort to take down mobs.

    Now I would be in favor of an enhancement line that would allow for either a longer manyshot with the same cooldown. Or a line that would keep the manyshots at 20 seconds but reduces the cooldown. However if manyshots were moved to a stance then they would have to put a very serious penalty to hit on it or make it so it only worked while standing still. Otherwise it would be over powered.
    Archangels
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    Old school Tharashk player since '06

  16. #16
    Community Member mrtreats's Avatar
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    they need to give us a key that targets the farthest target so many shot works better at hight lvls and make it on or off like in PnP
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  17. #17
    Founder Aesop's Avatar
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    Quote Originally Posted by Shyver View Post
    Ranged weapons shouldn't be on par to melee weapons. I understand that they are in PnP. But in this MMO world, of weak AI and "epic lvl" weapons, if that were the case then no one would use melee weapons. It would be easier to kite mobs in a train as a group and imp. precise shot with no worry of injury instead of having to use a combined group effort to take down mobs.

    Now I would be in favor of an enhancement line that would allow for either a longer manyshot with the same cooldown. Or a line that would keep the manyshots at 20 seconds but reduces the cooldown. However if manyshots were moved to a stance then they would have to put a very serious penalty to hit on it or make it so it only worked while standing still. Otherwise it would be over powered.
    In pnp there are many penalties to Manyshot.

    Each additional arrow has an increasing penalty of -2 so at 16th level when the archer is shooting 4 arrows at a time they are at -6

    Firing multiple arrows is a standard action not part of a Full Attack Action so you only fire once a round instead of multiple time per round.

    I personally would love this to be the case ... of course I'd like ranged attack to be sped up slightly as well. As it stands now with rapid shot ranged attacks are roughly half the speed of melee. I'd like it to be half the speed before rapid shot (and thus better than half with rapid shot) I'd also like Multishot and improved precise shot to be stances thus non stacking. I'd also like arrows to have bigger stacks (say 250 or 500). Hmm yeah that would be nice

    Aesop

  18. #18
    Community Member Elliott777's Avatar
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    I am on board here with making Manyshot at least more powerful in one way or the other. Whether it cools down faster or stays up longer, something should be done. Like someone else already said it is not an issue of it being to powerful. I watch Sorcs and Wiz's Finger of Death and Phantasmal Killer a large percentage of mobs on every high level quest so give me a break about how "overpowered" it would be if we just gave it a bump of some sorts. I can already hear some of the arguments coming my way about how creatures get a save for every spell cast at them. With the AC on the creatures in the new areas they can still be tough to hit with a bow. So help out the rangers a bit here. Not asking for FOD or PK, just something to help us out!

  19. #19
    Community Member Ulfr's Avatar
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    Quote Originally Posted by mrtreats View Post
    they need to give us a key that targets the farthest target so many shot works better at hight lvls and make it on or off like in PnP
    Isn't that Ctrl+Tab? I have to look again.

  20. #20
    Community Member Sue_Dark's Avatar
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    Quote Originally Posted by gooelf View Post
    Not all of us have the same feats, and with a two minute timer on something that was meant to give rangers the ability to have as many attacks per round (or in this case in the same span of seconds) as a melee fighter is too detrimental. epescially if you take into consideration that haste doesn't improve your firing rate. And I don't think it's fair to say that it's too powerful to put in because Wizards are too powerful, Barbarians with their Rage can be too powerful, With wounding weapons my fighter can kill quite a few people in a span of a few seconds which makes her too powerful. It's not about powerful or not because it's too inconsistent. They give awesome power to casters and other classes with their crit chances and specialty items, I don't think it's too much to ask for a simple feat to act like it was supposed to.
    Every L11 ranger has the same CLASS GRANTED feats, of which Imp Precise Shot and many shot are included. IF you opted to toss in some level of something else and are at L14 without IPS, then it is simply because you made a choice to be impure. Many shot + IPS from a ranger who knows how to use them can be the most deadly thing out there. How many melee types can get in 9-12 attacks before the enemy can even get within melee range? None I'd say. This even applies to the Chuck Norris Minotaurs. The trade off is slightly slower base attack speed and a 2 minute cool down on the "uber attack". As a primary ranger, I am fine with this. My shocking burst/pure good , wounding/pure good, flaming burst/pure good, paralysing, etc bows do just fine eating just about anything that doesnt have a purple name. (and when they get to melee range, the are in for a serious surprise )
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