Arrows...make them very niche

Before i get blasted, let me explain. There will always be a balancing issue with the damage compared to Melee. So why not make Arrows extremely tactical instead.
We already have some, and others could make it worth while to invest time and resources into.

New Arrows:
Light Arrow–already a niche tool, area illumination, i would add one effect, it should do cripple damage if applied to someone using the night vision. think Flash Bang grenade.

Tar Arrow—used to make areas slippery, Fire damage if ignited. Need to extend the slippery timer.
Gas Arrow–applies poison gas, causes extra explosive damage. Its pretty good the way it is.
Explosive Arrow—self explanatory.

Old Arrows repurposed:
Ice Shard–change to T2 YMIR Altar. Damage 11,AP 7.65, Wght .5 stack of 10. Add a +1 cold effect, with upgrade +2. would allow to try and get a frostbite on others.

Fire Arrow–Damage 11,AP 7.65, Wght .5 stack of 10. Add a +1 Heat effect. +2 with upgrade. Allowing some one to cause a heatstroke effect.

Dragonbone Arrow–Damage reduced to 15,AP 9. Wght .5, Stack 10. Adds Bleed Effect.
Abysmal–a slightly higher grade than snake arrow, poison effect.

All others are pretty much a tier system as you level, and don’t need tweaking.

the idea is that an archer placed during PVP and raids could tactically attack, but not be OP. If you just add more damage to archery, then people will be sniping instead of hand to hand. But an archer that could help by adding debuffs would make it viable. Given that they can hit their own clan, it also would require skill to not debuff your teammates when trying to hit some one engaged in Hand to Hand.

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