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About the ranged combat system


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Portion of wishes about the ranged combat system.
1. Armor. The number of armor sets for melee combat in the game is rather excessive, and for ranged combat there are only 2 of them, and the bonuses of these sets are extremely ineffective. As a result, long-range combat in the game makes sense only on targets that are significantly inferior to the player in terms of level, with equal opponents, shooting is a waste of time and resources. As a result, the following changes are requested. First, by analogy with the reworked mutations, the armor bonuses clearly need to be revisited in terms of guaranteed buffs/debuffs (rather than the current low proc chance ). Secondly, we need sets (new or changes to existing ones) to increase the rate of fire and direct damage, as well as increase the values (and / or application time) of negative effects (stun, slow, etc.) on the target.
2. Weapons. The situation is even worse than with armor. Only one level 3 crossbow, no bows at all.
3. Arrows. The scheme of turning candy arrows into normal ones after firing is logical and interesting in itself, but given the still limited inventory, the significantly reduced amount of candy resources on the map, and the lower range and speed of these arrows, makes their use completely unjustified (except in cases of targeted farming of a small number of certain mobs). It is necessary either to significantly enhance the effect of candy arrows, or to return most of them in candy form. And equalize them in range and speed with the usual ones. Absolutely the same - with splinter arrows. The increase in damage relative to the feather one is scanty, the point of using them is zero.
I think it would be more correct to remove candy arrows from the game altogether, and transfer their candy damage to the bows/crossbows themselves (when upgrading, similar to melee weapons). Gas, poison, explosive, and splinter arrows - keep, but significantly increase their effect.
By the way, the recent idea to combine shot arrows into stacks is an extremely unsuccessful undertaking. By what algorithm they are combined is completely incomprehensible, and this does not eliminate the main problem - the inability to pick up an arrow that has fallen into a crevice or stuck high. It would be much more reasonable to implement the mechanism for picking up arrows similarly to sap collectors (now broken) - all arrows in a certain radius are collected by holding the pick up button.
4. Mutations. Almost the entire positive effect of the latest changes in the Sharpshooter is safely reduced to zero, taking into account paragraph 3. The rest of the working part to reduce the cost of stamina for a sprint - taking into account paragraph 1. We need direct, really effective mutations to increase damage, rate of fire, slowdown, stun, and not indirect ones due to reduced stamina cost, etc.

Edited by iMiAMi2014
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