Archery Buffs
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Joined: 5th Jun
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14th Nov

It was brought up in discord today to post some ideas for possible archery buffs. The disclaimer was that we needed to be mindful of archer/tamers and making them too OP. Mine are as follows:

  • AOE explode, single target poison, single target paralyze ammunition. This sounds cool but most def would make archer/tamers too OP in my opinion.
  • Enable run/shooting. Tamers just sit there behind their pet anyway so dont see any harm in that.
  • Packetloss had the idea of: change based on the weapon, conc blow from heavy xbows, crushing from xbows, and para blow from bows.

Please feel free to post any ideas you may have below!
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Joined: 10th Oct
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Likes 13
15th Nov

I agree with shooting while moving, and obviously my own suggestion.
I have given this some more thought and can't really come up with anything else that meets Abra's requirements of if taming > 50.

Joined: 18th Nov
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18th Nov

moveingshot would be too powerfull when it comes to pvp imo. Maybe its possible to limit it for pve somehow.

how about:

-craftable slayerbows (would buff fletching too)
-runic fletcher tools
-maybe different wood types with different abbylitys like: multishot(AE), Parabolt, Poisonarrow...whatever.

Well i know im new here.

i appologize if its too early to raise my voice and make suggestions. and sorry for my "english"
Joined: 20th Jan
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18th Nov

Curious why archery needs buffs anyhow? It is one of the safest combat skills in the game.
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Joined: 14th Oct 2016
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18th Nov

Not sure why shooting while running isn't a thing yet? If a serpent chasing your archer, to stop every 4 tiles to shoot takes a long time, until then I'm dead already.

+1 for making additional boosts like para/blow for heavy bows and bows.


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Joined: 20th Jan
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18th Nov

Shooting while running can never happen. First off, even mages have to stop to cast a spell. Secondly, it would lopside any PvP in game.

I can just see it already, 5 people on horseback just riding full speed in circles around Navrey shooting her to death....
Joined: 14th Oct 2016
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18th Nov

PvP? What is it? PvM for life!

And how is it different from "all kill" your pet onto Navery?


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Joined: 22nd Jul 2014
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18th Nov

@Satan I agree with your assessment of moving shot for archery. As for the fletching enhancements, it's all a bit too AOS in my opinion. I'd like to stick to a skill based enhancement if possible much like we've done with melee and magery. In this way the player is choosing a playstyle and committing to a template by investing those skill points, rather than just making it about gear.

Auch dein Englisch ist besser als mein Deutsch. Keine bange
Last Edit: 18th Nov by Abracadabra
Joined: 18th Nov
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25th Nov

Bio Crap Evo BOWS !
Last Edit: 25th Nov by Satan Himself
Joined: 10th Oct
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27th Nov

I think I understand what Satan said, and would have to agree.

If my translation is correct, he is saying that evo pets, as well as many many other things on this server, are a lot AoS.

I don't have a problem with any of it. I like the server, but if you're asking for improvements for archery, and runics are in for smiths, why not have them for bowcraft?
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Joined: 18th Nov
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27th Nov

also a good translation of my brainfart but i want evolving bows
Joined: 22nd Jul 2014
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28th Nov

I may just be out of touch but how are evo pets AOS?
Joined: 10th Oct
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28th Nov

As you said yourself, the SS Era Accuracy was a ship that sank long ago.

I'm not digging at Evo pets, or any of the custom feature on this server. I do think that saying something is "a bit too AOS" is a bit of a cop out on a reason not to consider implementing something. If there are other ramifications that will prevent it from working, or providing an overall benefit to the server, I'm all ears. I just don't think that something being too AoS is an answer that we will find as acceptable given the other features implemented on the server.
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Last Edit: 28th Nov by PacketLoss
Joined: 5th Jun
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3rd Dec

We had some interesting discussion tonight in discord concerning archery again:

  • Packet noted: Archer damage feels good, and survivability feels good. What feels bad as an archer is utility and swing speed. If I didn't miss so often swing speed wouldn't be an issue. I (HibbiGibbi) agree wit this sentiment.

Ravenwolfe had the below comments:
  • I think the goal is to make Fletching more beneficial which will boost archers a bit.
  • I think the swing speed and hit chance can also be visited with the fletching change, but I think the directional system overhaul will take care of the missing problem.
  • Want to make fletching worthwhile to a crafter, not to the archer

Baloo had the below thoughts:
  • Give tracking bonus damage to a tracked target. (Would this be all melee or just archery?)

I had the below thoughts:
  •  I could follow the thought line that having a working knowledge of how to make a bow would give you increased damage (like lumberjacking and arms lore, etc).......
Joined: 10th Oct
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4th Dec

Taken from my Melee Feedback thread: "Maybe we could add something like lumberjacking for other skills, perhaps arms lore for increased damage with two-handed maces, detect hidden for fencing weapons, and tracking for bows."

While I think this would be a good change we have to be careful of adding too many skills to templates. We do have power scrolls and a 700 skill cap.
Joined: 12th Jan
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Likes 30
4th Dec

It seems prudent to wait for the changes to accuracy to be implemented. Melee misses too much too, imo. That being said, runic kits for bows should've been implemented the same time runic hammers were, so I'd like to see them here.

[tooAoS]
On a wilder thought, maybe give heavy crossbows(specifically) a chance to armor ignore(or double shot or something). I get that a bow's special ability is that you're far away, but it'd be fuggin rad, and xbow dps just can't compete with bow dps.

Alternatively, you could introduce yumis or something and grant them a chance to poison on hit. This would incentivize people to pick up poisoning on archers.
[/tooAoS]
Last Edit: 4th Dec by Super Hamsters
Joined: 5th Jun
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4th Dec

We do have yumi's, repeating xbows, and composite xbows which are craftable by a fletcher currently......but they just arent used because there are vanq versions of the "normal" bows (bow, xbow, heavy xbow).
Joined: 22nd Jul 2014
Rank: Moderator
Likes 157
4th Dec

It's difficult for me to clearly state what I mean by "too AOS" except to say there are certain aspects of AOS that fundamentally changed the game forever, and there are other aspects that were merely content additions. These fundamental changes are hallmarks of what makes up the difference between AOS and pre-AOS in my mind, whereas an item or creature here or there might just be adjusted to suit either. It's a thin line and it's easy to cross. I fear crossing it too often or too egregiously can damage our reputation and harm our brand.

Ravenwolfe and I have spoken extensively on the subject of archery, and as many of you have pointed out dps and survivability are not the issue at hand, but rather viability. We have made many of our viability updates skill based, but I believe this cannot be accomplished entirely in the case of archers. Therefore a gear based solution is in order (once again skirting the lines, but carefully so). If we boost fletching we, by extension, can boost archery. It has been my goal for a long time to introduce fletching and carpentry BODs, which is one of the ways I intend to introduce runics and other such rewards. I think you're all right, that templates are simply too tight for archers to consider a skill based bonus, so theirs will be the exception.

Last Edit: 4th Dec by Abracadabra
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