Playing with nerfed archery, missile rebalance
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The rogue is a warrior with utilities, not a warrior-mage. A proper warrior-mage would have to have most of the offensive magic and skimp, if anything, on detect and evade. -
The rogue is already serving as a warrior-mage, just as the paladin serves as a warrior-priest. I don't think there's really room for a fourth mage-type caster class with the current setup, nor do I think that a nonmagical class that has great shooting would be strongly differentiated from the warrior, who's quite good at ranged combat already.Leave a comment:
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I like that idea... though while Warrior-Mage is used in a number of variants, the name seems a bit contrived... what about calling such a class a Spellblade, or a Wizard, or... hmm, what's the fantasy equivalent of an Engineer? :PLeave a comment:
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Just a thought, have you thought about splitting the Ranger class? I"ve thought for a while now that he seems quite unbalanced, with his proficiency in everything. Perhaps he could be split into a real Archer class and a Warrior-Mage class a la Zang.
The way I'd conceptualize it would be that the theoretical archer would have the ranger's fantastic shooting, but would have a low str modifier and so on to prevent him from being able to squeeze out all those melee blows and forcing him to keep his difference. I suppose he could keep some magic, but I'd envision it like how a rogue gets magic; Strictly for utility.
The WM I'm thinking of would be self-explanatory, just maybe give him a bit better fighting and SP cost/fail rates to make him worth using.
I think that a jack of all trades class like the ranger should be much more gimped, or should be split.
Anyways, just my two cents.Leave a comment:
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So yes, +2 shots is insane. +2 might is proper. On the whole, archery is overpowered even without extra shots, TBH, compared to melee and magic.
Warriors get a bit better melee and +20% dmg (6th hit), few HP and not much else compared to paladins, who get, oh, spells. +20% ranged is IMHO easily enough for rangers, since rangers already have huge utility and other aspects in the class that are good in themselves.Leave a comment:
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The ranger still does more damage, assuming launcher multipliers and shots and plusses are equal. That is because the ranger gets a better hit roll with missile attacks. This could be exaggerated with a change in criticals to depend upon hit roll rather than weight, as discussed elsewhere.Leave a comment:
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The ranger is really good at shooting, but he's no slouch at melee or spellcasting either. Thus an outright nerf is not out of the question.Leave a comment:
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But that's the ranger's major advantage; he's really, really good at shooting. Right now, barring extra shots, the ranger is *200%* more powerful, 100% more powerful with +1 shot.
Note, too, that the shot-power increases only count with bows, if it's implemented the way extra shots are. A warrior with Umbar is equal to a ranger with Bard; each is getting x7 from his launcher. Against dragons, Bard will beat Slay Dragon ammo, but in any other case they're equal.
If the +2 might is proper...did anyone even stop to consider the complete imbalance implied by the +2 shots, before this? If that wasn't *ridiculous* from day one, then the +20% damage IS 'no big deal'.
On ewert's randart: Extra shots needs to be rarer than speed bonuses.Leave a comment:
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Nono, the +might instead of +shots is MY change.Joking aside, I agree with Derakon that +2 might is plenty enough, even if one has additive multipliers instead of multiplive. 5 hits paladin vs 6 hits warrior, oh lookie, 20%. Nobody complains that the warrior extra 6th hit is wussy.
Btw, my new rogue char just got first randart: short bow (darn) +9 +9 (darn) +3 shots LOL, pre stat-gain 4 hits melee (brawn potion id-by-use =P) or 4 shots archery, hahaha =PLeave a comment:
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I wouldn't call a 20% increase in power "not that big a deal". It's just not as gobstoppingly powerful as a 100% increase.Leave a comment:
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Cool.
But note that, with the change to multipliers adding, the scale for extra might changes considerably. Given that (in the later stages) typical shots will have x7 power, with a typical range of x4 to a high of about x10 (Bard vs. dragons, with nothing else adding to power), +2 extra might only takes that x10 to x12. Not that big a deal.Leave a comment:
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Made a post about a change to archery for rangers, over in the whole "make the game tougher" thread. Whole post can be found here:
Executive summary: instead of extra shots, how about giving rangers extra shooting power? Something like +1 at 12th, 24th, 36th, 48th...but I'm far from wedded to those levels.
The advantage is that the ranger's 25% to 50% better than anyone else...not 50% to 200%.Leave a comment:
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Made a post about a change to archery for rangers, over in the whole "make the game tougher" thread. Whole post can be found here:
Executive summary: instead of extra shots, how about giving rangers extra shooting power? Something like +1 at 12th, 24th, 36th, 48th...but I'm far from wedded to those levels.
The advantage is that the ranger's 25% to 50% better than anyone else...not 50% to 200%.Leave a comment:
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Yeah, I tried to test it by hand, but it's entirely possible I made a mistake. Very few changes I've made to the codebase have been error-free...Leave a comment:
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