For as long as I can remember, one of my favorite character types in D&D has been the archer. Maybe its too much influence of Legolas or Robin Hood, but there is something about a PC that can slay the foe from afar before ever having to draw a melee weapon.
There has been a lot of discussion on DDOcast, and the boards, about eventually doing a "pass" at ranged combat. I (and many others) truly hope that happens. I'll stay away from too much "crunchy" stuff, but among other things that I think would bring ranged combatants back up to be close to melee (particulary TWF or THF) value would be:
* Putting special effects procs (beyond bane / slaying, elemental dmg) on ammunition. For instance: why not have arrows of paralyzation, or wounding, or banishing, or disruption? Just to name a few. Sure, they could be made to be high level arrows (like slayers are now), but it would allow for more mixing of effects than we have now, when you pretty much need to go with a paralyzing bow and elemental / bane / slaying arrows to get the best-available optimal effects mix.
* Increasing rate of fire - irregardless of weapon spec or PrE - in similar fashion to how BAB increases at different rates by class (sort of like how melee attack rate used to increase by fighter level in PNP D&D).
* Reduce the aggro generated by ranged attacks to be in proportion to the damage done. Maybe it works that way now (code wise), but it sure doesn't seem that way.
Any other thoughts on how to tweek ranged combat to make it more relevant?
- Khyrith
Bladesinger
Leader, Selous Scouts of Sarlona