Originally posted by Thraalbee
I agree, this makes intuitive sense. I have been forced though after removing Rapid Fire to wrestle with what powers actually can go on bows without making them another stat-slot for non-archers - anything that's not solely archery related has knock-on effects on the rest of the game.
I can play with range but it's rare that a longbow's range isn't good enough, and shortening it demands some compensatory bonus; and archery damage boosts lead back into my initial issue of all the archery advantages multiplying into end-game annihilation. Any ideas?
On another front, I'm coming round to the idea that evasion shouldn't be halved. This has much more impact in the end-game than at the start, and could allow for the introduction of more potent early game archery skills that make the limited early game arrows count (as right now, anything that adds to any of the multipliers is problematic in the endgame).
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