Page 2 of 3 FirstFirst 123 LastLast
Results 21 to 40 of 52
  1. #21
    Community Member Geonis's Avatar
    Join Date
    Apr 2006
    Posts
    1,816

    Default

    I still think the quiver itself is garbage. Before or after the change.

    The stack size, combined with the fact that serious ranged characters either make their own arrows (AAs), or need much more quiver space (repeater mechanics) made the quiver at best an item melee characters might use.

    Another swing and a miss from the Devs....
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  2. #22
    2015 DDO Players Council Seikojin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    I think making the arrows unsellable is a good thing. Dropping from the quiver on dungeon exit is a bad thing.

  3. #23
    Community Member Valindria's Avatar
    Join Date
    Jul 2009
    Posts
    1,323

    Default

    I laughed when I read that the arrows drop when you leave.

    So now the point of this item is to fill the reward list with an item that no one will take making the max rewards -1.

    As everyone has already said making the arrows not being able to be sold would have been enough.

  4. #24
    The Hatchery Scraap's Avatar
    Join Date
    Oct 2009
    Posts
    1,651

    Default

    So all of the flaws of flame arrow as cast from a wand, except you must take damage, in addition to being one type only. That about sum it up?

  5. #25
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Posts
    7,412

    Default

    The biggest problem with arrows is:


    You simply cannot acquire enough special arrows (ie. Holy, Flaming, Bane) to make them relevant, as we tend to get them dropping in stacks of 20 or so from chests, yet can burn through upwards of 300 in a single boss fight!

    The Quivering Quiver posed a solution to that problem, in a unique and interesting way. No need for the double-nerf. Please restore the functionality to the item.

    Consider this: do you want archers checking their bags every few minutes to see what arrows they've acquired mid-quest because they cannot rely on having the special arrows they actually want being available to them?
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  6. #26
    Community Member Alanim's Avatar
    Join Date
    Sep 2009
    Posts
    309

    Default

    Also, this bow seems to only conjure the same 9 arrows(unless others are rarer?), instead of any-possible arrow, which once again... kind of makes it useless.


    List of arrows it conjures
    +3 adamantine arrows
    +3 anarchic arrows
    +3 cold iron arrows
    +3 frost arrows
    +3 silver arrows
    +3 arrow of lawful outsider bane
    +3 acid arrows
    +3 shock arrows
    +3 flame arrows

  7. #27
    Developer Genasi's Avatar
    Join Date
    Jun 2008
    Posts
    97

    Default

    Good points have been made here- the main concern was making the arrows non-vendorable, so having them drop on dungeon exit was probably an unnecessary step. For Update 9, the arrows will no longer drop on dungeon exit, but will still not be sellable to vendors.
    Quote Originally Posted by Alanim View Post
    *edit* Currently the quivering quiver is bugged, the arrows are NOT capable of being stored in a quiver, so the arrows will FLOOD your inventory till all slots are full.
    We noticed that too, and it has also been fixed.

  8. #28
    Community Member sephiroth1084's Avatar
    Join Date
    Jan 2008
    Posts
    7,412

    Default

    Quote Originally Posted by Genasi View Post
    Good points have been made here- the main concern was making the arrows non-vendorable, so having them drop on dungeon exit was probably an unnecessary step. For Update 9, the arrows will no longer drop on dungeon exit, but will still not be sellable to vendors.

    We noticed that too, and it has also been fixed.
    Sounds perfect, Genasi! Thank you.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  9. #29
    Community Member Necrological's Avatar
    Join Date
    Sep 2009
    Posts
    107

    Default

    Quote Originally Posted by Genasi View Post
    Good points have been made here- the main concern was making the arrows non-vendorable, so having them drop on dungeon exit was probably an unnecessary step. For Update 9, the arrows will no longer drop on dungeon exit, but will still not be sellable to vendors.

    We noticed that too, and it has also been fixed.
    Good to hear.

  10. #30
    Community Member
    Join Date
    May 2010
    Posts
    988

    Default

    Quote Originally Posted by Genasi View Post
    Good points have been made here- the main concern was making the arrows non-vendorable, so having them drop on dungeon exit was probably an unnecessary step. For Update 9, the arrows will no longer drop on dungeon exit, but will still not be sellable to vendors.

    We noticed that too, and it has also been fixed.
    "Hey, Bob, there's alot of people angery about some of these changes that we've done lately. Go break something in a silly way When people complain about it, we can fix it real fast so it appears like we are listening and maybe they will ignore the other stuff."

  11. #31
    Blogger and Hatchery Hero
    2015 DDO Players Council
    katz's Avatar
    Join Date
    Nov 2009
    Posts
    614

    Default

    Quote Originally Posted by Genasi View Post
    Good points have been made here- the main concern was making the arrows non-vendorable, so having them drop on dungeon exit was probably an unnecessary step. For Update 9, the arrows will no longer drop on dungeon exit, but will still not be sellable to vendors.

    We noticed that too, and it has also been fixed.

    thank you!!! <3

    the official home of LOLWUT
    and R.O.G.U.E !
    Pointless/Frivolous/Beguiling/Justanotha Waste of Time, Katzklaw, Pickt d'Locks & etc
    Q: how do you get me to appear in a thread? A: ask a bard question! XD

  12. #32
    Community Member rygard's Avatar
    Join Date
    Jun 2009
    Posts
    114

    Default

    more powerfull arrows (up to +4) might be better with this change. or btc arrows not able to sell.

    Proudly Member of DDO:EU Community, Member of legendary ex-guild: Disorganized Chaos,
    the Crabslayer, always high Dwarf from Mountains of Immerth

  13. #33
    The Hatchery
    Join Date
    Jun 2010
    Posts
    2,337

    Default

    Quote Originally Posted by Rygard View Post
    more powerfull arrows (up to +4) might be better with this change. or btc arrows not able to sell.
    As said in the tips that the game gives you, if your bow is +5, the enhancement bonus on your arrows doesn't matter.

  14. #34
    Hero patang01's Avatar
    Join Date
    Sep 2009
    Posts
    2,548

    Default

    Quote Originally Posted by Alanim View Post
    The bow is now actually good... if you need 10% ranged alarcity you can craft it now, using the new crafting system(and at a not very high level either!)
    Ranged alacrity is level 72 - it takes about 10k plus material to get there (trust me, Ive done it just for that feature). Maybe I misread the bow but ranged alacrity ain't lowlevel

    If you're meaning ML, yeah - it's like ML 3 on its own or something like that.

  15. #35
    Hero patang01's Avatar
    Join Date
    Sep 2009
    Posts
    2,548

    Default

    Quote Originally Posted by Genasi View Post
    Good points have been made here- the main concern was making the arrows non-vendorable, so having them drop on dungeon exit was probably an unnecessary step. For Update 9, the arrows will no longer drop on dungeon exit, but will still not be sellable to vendors.

    We noticed that too, and it has also been fixed.
    Great to hear - now my FvS can use it with those droaam bracers again and it's even something my fighter can use. Ranger; nah - it was never his thing anyways. Thanks for listening to the community.

  16. #36
    Community Member
    Join Date
    Nov 2009
    Posts
    44

    Default

    Quote Originally Posted by Genasi View Post
    Good points have been made here- the main concern was making the arrows non-vendorable, so having them drop on dungeon exit was probably an unnecessary step. For Update 9, the arrows will no longer drop on dungeon exit, but will still not be sellable to vendors.

    We noticed that too, and it has also been fixed.

    Awesome.

  17. #37
    Community Member Geonis's Avatar
    Join Date
    Apr 2006
    Posts
    1,816

    Default

    Quote Originally Posted by patang01 View Post
    Great to hear - now my FvS can use it with those droaam bracers again and it's even something my fighter can use. Ranger; nah - it was never his thing anyways. Thanks for listening to the community.
    This is exactly my point, this "ranged item" is completely useless to any character who uses ranged combat as a primary fighting style. It is only useful to anyone who will simply equip it so they have some arrows if needed, just in case.

    A complete swing and a miss for ranged combat.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  18. #38
    Community Member Alanim's Avatar
    Join Date
    Sep 2009
    Posts
    309

    Default

    I kind of agree that it isn't that good... but it isn't THAT bad, the arrows allow some situational help, at the very least.

    I'd like it better if it had a rare chance of proccing slaying arrows(not greater slaying). Perhaps Gnoll, Lawful Outsider/Evil Outsider, and oozes :P.

    I mean everything there pretty much has a 100% chance of saving on the dc17 so you're likely to burn that entire stack of 20 on 1-2 targets anyhow!

  19. #39
    Community Member Geonis's Avatar
    Join Date
    Apr 2006
    Posts
    1,816

    Default

    Quote Originally Posted by Alanim View Post
    I kind of agree that it isn't that good... but it isn't THAT bad, the arrows allow some situational help, at the very least.

    I'd like it better if it had a rare chance of proccing slaying arrows(not greater slaying). Perhaps Gnoll, Lawful Outsider/Evil Outsider, and oozes :P.

    I mean everything there pretty much has a 100% chance of saving on the dc17 so you're likely to burn that entire stack of 20 on 1-2 targets anyhow!
    My point is, that anyone specced for ranged combat would not use this at all.

    So, they make an item for a combat style that is used by what 5% of the population on a regular basis? And make it so it is worthless to that crowd.

    This item may be used by those who might whip out a bow now and then, maybe.

    It was a waste of dev time in my eyes. If they are going to make "ranged" items, then make them useful to people who use ranged as a primary combat style.

    Edit- Of course no dev will admit they failed with this item. It will be pushed forward as is, and will not be used by anyone who is a primarily ranged combatant.
    Hi, I play Generic Fantasy RPG Online, formerly known as DDO.

  20. #40
    Community Member Tydeth's Avatar
    Join Date
    Jul 2009
    Posts
    0

    Default

    Actually, because of the arrows it makes, some ranged characters may use the quiver to generate arrows during quests so they can place them in larger-capacity quivers to store for use in certain fights later.

    +3 adamantine arrows <- Constructs, like Marut
    +3 anarchic arrows <- Marut again, and Devils
    +3 cold iron arrows <- Demons
    +3 frost arrows <- Harder to justify, but may help versus fire stuff with named bows(no Risia)
    +3 silver arrows < - Devils, Vampires, Werewolves(once we actually get some of those)
    +3 arrow of lawful outsider bane <- Devils again. This quiver really hates Harry, lol.
    +3 acid arrows <- Err...Trolls?
    +3 shock arrows <- No idea. Lit2 GS Bow will own anything weak to Lightning damage better than these... is there anything vulnerable to electrical attacks?
    +3 flame arrows <- Trolls and ice stuff? Don't know what +value Flame Arrow spell makes.

    Would we use the arrows it makes for all-the-time combat? Probably not, but the option is there for situational use. The elemental damage arrows probably won't see much use in mid/high level play, but depending on the ML may be good for stuffing in Shared Bank to twink a lowbie archer with(or save for use with TR).

Page 2 of 3 FirstFirst 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload