After some more testing in the new and some old arrows I have a lot suggestions and bug reports to make. Some of those may be relevant because of the other topic I made, but I feel its important put everything together:
- Light Arrows: Its a really fun arrow, I love the concept but this arrow has some huge problems:
- The arrow constantly passes through ground, walls and sometimes enemies. I would say its close to a 70% collision failure on terrain, making it extremely annoying stick it to a surface so the arrow can do its job, which is illuminate
- The arrow light lasts too little, its already a pain get an arrow stuck in the terrain, then it doesnt even last long enough
- Very high material cost for a cosmetic / limited purpose arrow
- Very high weight, as much as the most powerful arrows in the game… why?? Its a very situational arrow, not even used for combat, why it has to weight so much? 12.5 for a stack of 25 arrows!
- 25 cap stack size, this small stack size serves no purpose other than mess up inventory. All archers use their arrows in the hotkey bar and they always consume inventory arrow first.
- Poison arrow: Very useful arrow, very good arrow indeed, but I see a exploit problem in this arrow should be fixed
- The weakness of this arrow should be the fact its extremely dangerous for the user if shoot at close range, the gas does a lot damage. But using a sandstorm mask nullifies all this danger, people can simply shoot this arrow and dance in circles making enemies die all around them… This arrow should be changed into something like Acid Arrow, so the acid smoke particles should damage everybody no matter is they are protected against gas
- There is a problem with the smoke and sometimes shooting a new arrow doesnt create a new cloud, it makes an existing cloud refresh (another existing cloud actually disappears and reappears in the same location)
- 25 cap stack size, this small stack size serves no purpose other than mess up inventory. All archers use their arrows in the hotkey bar and they always consume inventory arrow first.
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Ivory arrow: No idea what was Funcoms intention with this arrow, it has low damage, low armor penetration and costs valuable material, Ivory. Its totally worthless as it stands
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Tar arrow:
- The slippery effect is pointless in PvE and PvP, in PvE enemies are immune to it, making this arrow more dangerous for the player than the NPCs. The tar should have the opposite effect imo, it should slow enemies down. This way this arrow could be used to slow enemies and give the archer a longer shooting window, or simply be used to help the archer run away, slowing the target and building distance between.
- The material cost is also extremely high for the limited usage
- 25 cap stack size, this small stack size serves no purpose other than mess up inventory. All archers use their arrows in the hotkey bar and they always consume inventory arrow first.
- There is a problem with the surface and sometimes shooting a new arrow doesnt create a new tar surface, it makes an existing one refresh, just like poison arrow
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Healing arrow: The idea is interesting but honestly I cant see this arrow uses in PvE or PvP. It has a high material cost, heals friends and foes… people would do better using their own healing items than standing in this EXPENSIVE cloud
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Explosive arrows: Now thats another complicated arrow and I think its all because of the material cost. Just like Healing arrow it takes Dragonpowder, a LOT! (3 for 5 arrows with no thrall) and its just too hard find any reasonable application for this, unless its a very specific PvP usage, to break walls you cant naturally reach…
- The damage is high but not on pair with the ridiculous high materal cost.
- The explosion damage from poison arrow is also not on pair with the ridiculous high material cost.
- The flame from Tar arrow is again not on pair with the ridiculous high material cost.
- I cant tell this, but I suspect even the PvP siege usage is not on pair with the ridiculous high material cost…
As I mentioned, I think the material cost is the biggest problem with this arrow, because its fun, its versatile in both PvP and PvE but the material cost… is simply not worth it! This arrow should be split into two, Explosive Arrow for PvE and Siege Arrow for PvP
The PvE arrow should use Brimstone and Volatile Gland to craft, nerf the arrow damage slight a bit and it would work. Keep Dragonpowder for PvP but also reduce its cost… 3 for 5 arrows is just absurd
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Blunted arrows: Dont do Stamina damage, it will kill the target and not knock it down as its should do. Altho the tooltip says 1 damage this arrow will do something like a Ironhead arrow will do.
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High end tier arrows: Hardened steel, Starmetal and Serpent man arrows… these arrows suffer from compatibility problems and high material cost problem. Hardened steel and starmetal are rare and time consuming material to gather. Spending it by tons shooting these arrows is just really painful, specially because Hardened Steel and Starmetal arrows are not that powerful… but honestly, even if they were powerful, shooting Starmetal gives a lot second toughts, just like Hardened steel its a long process and nobody wants to toss it away missing arrows. Then you have Serpentman arrows, sure its a recipe you learn in the Volcano, but it beats both arrows in damage and only takes iron to craft!
We dont want to 1 shoot everything for no cost but we also dont want to spend a LOT materials shooting. When you look at the many material cost of all arrows its almost justified have the “basic” arrow (I carry poison arrow, light and explosive arrows for situations, but I mainly use serpent man) cost less, but they also need to be efficient.
Funcom you have many arrows and plenty unbalanced things to make them fair, for the better or for the worse. You really need to start looking at those things, melee is really overpower imo. Archery is the closest to combat balance in this game, you have a progression, in both attribute and access to materials so you can become a strong archer. You need to spend materials, you endanger yourself using light armor, you have to aim and save stamina, you have to dodge… it does take skill. But Melee in the other hand is too efficient even at low str, all it takes is a good armor, a good weapon then you can just trade blows and kill everything.