Put in endless quiver, add "arrows" that drop at tiers as an archery focus item that increase archery damage so that rangers can scale properly with other DPS.
Arrows as augs is a pretty cool idea! The kind of aug that you get back though!
and increasing ranger melee damage. I know people will disagree with that, I mean who wants to have to press a button if they don't have to, but relegating your damage to just auto-attacking at a distance further trivializes your melee ability (which is a dimension of the class no matter how much people like shooting bows) and probably screwed you in the long run in terms of not wanting to handle ammo and wanting damage boosts and not so much rng reliance because the perception will be you no longer have to "work for it".
However I am not going to make 1 item completely trivialize fletching sorry, the LORE tag is staying.
This isn't going to happen it's just supposed to be a little novelty item.Recommended change:
- Just One should be a small stack of 5 arrows or so, instead of one. Kinda defeats the name, I know, but preserves the functionality. 5 arrows generally lasts ~ 60 seconds, so you're still gonna run out well before most encounters end. I assume that's the idea.
I still think making the proc a dps proc that autocasts the summon arrow spell is the best way to make this a viable melee weapon, if that was ever an idea that was had.
Endless Quiver trivializes any concept of Fletching as a tradeskill.
Having an endless supply of top-end arrows trivializes any concept of Fletching as a tradeskill.
The Nightmare clicky was a terrible thing for the game and its much-needed removal took forever because Tarutao had to completely revamp Fletching to provide a viable alternative. IIRC, a few other people had started it and given up on it as a project before Tarutao did, and Tarutao spent upwards of 100 hours on it (just counting time from him blowing me off IRL I can verify)
This leaves your argument as "screw balance, I want my unlimited easy-click, max-DMG arrows back!" This position is absolutely untenable, so please never bring it up again.
However, Kedrin makes an interesting point with the whole removal of ammo from most MMOs. This would require yet another revamp, so let's see if we can think up something good.
You would only ever need 1 of anything to have your supply, Endless Quiver style. This would have to include throwing items as well. This means Throwing items would no longer require the ammo slot. This leaves the ammo slot for clickies like Vah back, but that's what non-rangers already use it for. We could still keep arrows around (as ranger loot only) that add procs or bane damage. Of course, having more people fighting over clickies would result. The other option is removing it for rangers as well, leaving the ammo slot available for new and interesting uses. Some dev might jump at the chance to create some new thing that requires its own equipment slot. We all love charms, so there's that!
Anyway, this is really the direction should run, so let's do that.
Cool idea but how do we do it without destroying the recently revamped tradeskill of fletching?
I also wonder what Tao thinks.
If someone wants to talk Fletching revamp, I'm listening. However, it's going to need to be a fully-fleshed out and fully-detailed description on everything, though. If you can do it all in under 30 double-spaced pages, you've not done enough.
If you have to, go parse on moss snakes for damage numbers, run all the numbers for costs at varying charisma and faction, and remember that the chance to succeed a Fletching combine that trivials at Y skill when attempted at a modified Fletching skill of X is 100-3.5(Y-X) percent, with a cap of 100% and a floor ot 0%, and with some possible rounding issues and the calculations not being actually done in that order.
Keep all of that in mind with our current client as well as with the someday-hoped-for SoD 3.0 client upgrade. Make sure to include:
-All the details (like these)of all the items (and assign numbers to those items since duplicate names may occur and differentiating them may be necessary)
-All of the recipes (ingredients, success items, failure items, and trivial level should suffice if in a Fletching Kit)
-In game book texts
-Vendor layouts
-Numbers for damage and cost for balance/equality reasons
-Extra details like any items that aren't vendor bought, what exact sources they have, drop rates, etc.
-How extant arrows will be affected: Do we just delete all arrows from inventories or do we do something else with them? What about special arrows like ones summoned from magicians, summoned from items, dropped ones like Just One, the arrows from Spires, the dropped arrows from ToT, and those mega-awesome ones made from items dropped in ToT that had the unforunate result of me scrapping the idea of having multiple bane damages on a single arrow (yes, construct/clockwork/plant bane arrows were at one point intended to be one in the same)? Do those get removed or changed (and if so what do they get changed into)?
I think everyone here is underestimating the work involved in planning a tradeskill from scratch. It takes a lot of time and thought and preparation and deleting and redoing. That's why there's pieces of fletching revamps between 2005 and 2009 that were started by other people that either didn't get finished or got scrapped as not good enough to be implemented. If you are up for the challenge, though, I'm not against a revamp that upstages mine.