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  1. #21
    Hero JOTMON's Avatar
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    Should be able to hotbar arrows in a quiver.
    We can set secondary coices from scrolls on the hotbar.. like Teleport destinations without having to cast telelport and then select the destination.. or hotbar firesheild hot/cold without hotbaring the scroll itself and then selecting hot/cold.

    Should be options to get bigger quivers and stacks.

    Rogues should be able to craft trap effects bolts. instead mowing the worn path to house D vendor.

    Better Cannith crafting options for arrows and bolts.. should be able to craft 1,000 sstacks of various effect arrows/bolts

    Returning arrows/bolts.. isn't it about time.. top tier of house D favor perhaps...

    Something I would like to see..
    Create a wand slot on a quiver that uses wand effects to create arrows based on charges of the wand.
    This could also be used with wand of flame arrow with exisiting plain arrows in quiver to be "charged" with fire.
    Would be cool with things like the Melfs acid arrow (basically permanent acid)
    Wand of cure minor wounds.. damages undead with positive energy...
    Higher level wands could add more fun effects... Stoneskin.. chance to proc flesh to stone... etc...

    I think this would add a fun element to qivers and make wands interesting instead of vendor trash and left in chest garbage wands.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
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  2. #22
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by JOTMON View Post
    Something I would like to see..
    Create a wand slot on a quiver that uses wand effects to create arrows based on charges of the wand.
    This could also be used with wand of flame arrow with exisiting plain arrows in quiver to be "charged" with fire.
    Would be cool with things like the Melfs acid arrow (basically permanent acid)
    Wand of cure minor wounds.. damages undead with positive energy...
    Higher level wands could add more fun effects... Stoneskin.. chance to proc flesh to stone... etc...

    I think this would add a fun element to qivers and make wands interesting instead of vendor trash and left in chest garbage wands.
    Hey, wow, yeah! That’s a great idea!

    The only problem however is that taking a 20-charge wand and sticking it on a quiver has a real balance/ utilization issue. If you assume one charge of the wand per arrow, your quiver would be tapped about 3 seconds into a multishot. Likewise, it doesn’t seem right that you could stick that wand into that slot, and get maybe 1000 arrows utilizing it.

    Maybe crunching down a want into a special essence type, and then consolidating those essences into an augment / shard would be a better way to go?

    In any event, I think your suggestion is really sorta cool. Now if they only had quivers drop in chests…

  3. #23
    Hero nibel's Avatar
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    Quote Originally Posted by bsquishwizzy View Post
    Now if they only had quivers drop in chests…
    You can buy as many quivers as you want from the ranged weapon vendor in the harbor. You know, that shop no one visits near the bank.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  4. #24

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    Quote Originally Posted by nibel View Post
    You can buy as many quivers as you want from the ranged weapon vendor in the harbor. You know, that shop no one visits near the bank.
    Let alone house D favor vendor has larger quivers.

  5. #25
    Hopeless Romantic dunklezhan's Avatar
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    Completely redo the mechanic:

    -Redo all ammo drops to now be 'ammo augments' (e.g. flaming ammo augment, slaying ammo augment, outsider bane augment, whatever).
    -Ammo augments would of course be tradable, and would probably be able to be generated with anything that might also appear on a normal red augment.
    -The only 'arrows' that would still exist would basic, ordinary arrows from vendors that can be equipped in your ammo slot in stacks of 100.
    -Arti/Ranger summoned arrows simply become a stack of 100 non-returning arrows with a scaling enhancement modifier.
    -Redo quivers. Instead of storing stacks of arrows, they:
    --have 1, 2, 3 etc slots for ammo augments
    --increase the ammo slot capacity maximum (so you might get a quiver that allows you to stack your arrows up to 500 or whatever in your ammo slot),
    --provide those normal arrows in your ammo slot with an enhancement bonus, highest of bow or quiver applies, as usual.
    -ammo augments would go in the existing augment bag, so you don't just have to trash/sell ammo augments you aren't using right now.

    Once slotted with relevant ammo augments, equipping that quiver means all those effects are added to all your arrows. These effects will continue to be added so long as you actually have some arrows in your ammo slot. "Multi-slot" quivers and high "ammo slot capacity" quivers would therefore become highly valuable/sought after, and it would be very likely you would carry multiple quivers - possibly more than now.

    Running out of normal arrows would mean running out of arrows, period. Rangers and Artis still get an advantage from AP/spell investment because it means they can equip a low enhancement bonus bow, and a low enhancement bonus quiver, leaving room on both items for more/better effects, slots and higher arrow ammo stack maximums, whilst using their summon arrows to get the bonus to hit/damage, and of course not running out of arrows/bolts so long as they have SP left. But they would not get returners anymore - if they want to keep that edge they'll just have to summon more arrows/bolts.

    It should be possible to unslot them without a jewellers kit in public areas, requiring people to choose their quest loadouts carefully.

    This would make ranged combat more powerful generally, scalable with level in a controlled way (better quivers have a higher ML, better ammo augments can raise the ML of that quiver once slotted just like other augments etc), without the need to bugger about with something arbitrary and video gamey as "Ranged Power" (I understand what they're going for with ranged power, melee power, PRR, MRR and so on... but it doesn't feel particularly DnD to me)
    Last edited by dunklezhan; 01-17-2015 at 02:31 PM.
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  6. #26
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by nibel View Post
    You can buy as many quivers as you want from the ranged weapon vendor in the harbor. You know, that shop no one visits near the bank.
    Those are standard quivers. I'm talking more along the lines of Quiver of Poison - magical quiver types.

    If you read my OP, I've got quivers all over the place, and it's killing me on bank / backpack space. Having a character "ammo crate" simply to store ammo in the bank (slayer arrows, for example) would be worth including so that quivers can be quivers, and not alternatives to bank slots.

  7. #27
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by dunklezhan View Post
    Once slotted with relevant ammo augments, equipping that quiver means all those effects are added to all your arrows. These effects will continue to be added so long as you actually have some arrows in your ammo slot. "Multi-slot" quivers and high "ammo slot capacity" quivers would therefore become highly valuable/sought after, and it would be very likely you would carry multiple quivers - possibly more than now.

    Running out of normal arrows would mean running out of arrows, period. Rangers and Artis still get an advantage from AP/spell investment because it means they can equip a low enhancement bonus bow, and a low enhancement bonus quiver, leaving room on both items for more/better effects, slots and higher arrow ammo stack maximums, whilst using their summon arrows to get the bonus to hit/damage, and of course not running out of arrows/bolts so long as they have SP left. But they would not get returners anymore - if they want to keep that edge they'll just have to summon more arrows/bolts.

    Technically, they could do this now with the current rubies available (Minor Shock, Acid, etc.). It would involve a jewelers toolkit to revise these, but to be honest, I think that is a small price to pay overall. They'd simply add a damage type to the ammo based on the augment slotted in the quiver.


    Quote Originally Posted by dunklezhan View Post
    This would make ranged combat more powerful generally, scalable with level in a controlled way (better quivers have a higher ML, better ammo augments can raise the ML of that quiver once slotted just like other augments etc), without the need to bugger about with something arbitrary and video gamey as "Ranged Power" (I understand what they're going for with ranged power, melee power, PRR, MRR and so on... but it doesn't feel particularly DnD to me)
    I agree with you. I think simply bumping "ranged power" by tweaking a formula cheapens the game overall. And I'm tired of this game being nothing but DPS.

    You know, some of the most fun I have is having to solo and sneak around a quest. It's time consuming, but it is more realistic. The unfortunate part is that most group play does not rely on any of that. The same applies to ranged toons. They are expected to be the guys with big pointy sticks up in the front ranks...bust just hanging out in the back. It's frankly boring. I'd rather they give me more options as opposed to just adding more power to a way of bare-knuckling my way through a quest.

  8. #28

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    Quote Originally Posted by bsquishwizzy View Post
    It's frankly boring. I'd rather they give me more options as opposed to just adding more power to a way of bare-knuckling my way through a quest.
    That is the limitation of the engine/dungeon system they have. The only way they could have it more than just a dps fest (or lack of if you sneak around) is to have random dungeons which the engine doesn't really support due to how things are built.

    Other wise, you just have a few set things that wrote memorization/regurgitation takes care of, and suddenly it is like all the others.
    Or you then have players that don't like the layout, quit quest, and restart it to be the "flavor" that they desire.

    In video games, it is a bit harder to do.

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