yeah indeed, its confusing when you played other games and dexterity always was a stat for daggers/bow/ranged. it s ok if they want to take a different approach, but i dont know. when all weapons are based on str. , beside bow, its clear that str. is mandatory to have access and dmg increase for 90% of the weapons in the game. would also like to know if javelins have str. or acc based dmg. i ve read somewhere that they have a melee attack animation, unfortunatly i havent seen anyone using them on streams and vids, so i hope you ll let me know if you are able to test it 
I fell in love with live version bow as well, not because of the lil high damage but because of the whole way it worked. Holding the arrow until one has taken aim properly and then releasing said arrow was so much more fun than the current state. During that I loved to have to consider the angle and how much I would have to aim into the air above, as that required practice - and I loved how I screwed up every time once I got my higher tiered bow until I got it right again.
Oh, I would love that. Iām unsure about javelins though.
As the dagger-fighting is very agile and required good movement (even more if thinking about that backflip), I would be interested in daggerdamage being tied to agility instead as well.
I will have to find a huge bunch of chests to find all the legen⦠Wait. I dont need to find them⦠SP ![]()
Will do so tomorrow. I think Funcom might have buffed bowdamage a little without telling us?
(As I hinted on when I said I would remember 12 dmg. I will have to ask my clanmate to tell me which bow she got right now, but she told me today, that she got 18 dmg on that - with the +6 dmg kit already applied. Some else guy from same clan told about splinter (?) having 21 dmg without any kit. (And 0 armorpenetration, which is normal for that bow.)
Question: Are 1-3 bones + 2-5 feathers for 1 dragon bone arrow intended? Usually we craft 10 arrows with that kind of cost and that was already fixed for bone arrows. This is why I ask.
Ahh, Nuria, damn.
Iād totally forgotten the change to the mechanics of the bow in TestLive. Itās a huge change so I cannot believe Iād forgotten it. As I mentioned earlier, I did not stay long in TestLive. I love new content and lore, but really struggled with some combat changes such as bow usage and being unable to double tap direction keys to dodge.
I, too, fell in love with how the bow works in Live. I sometimes even creep around with my bow drawn and just as you mentioned, enjoy the process of learning the angles involved for different longshots. The entire process as it is in Live is simply fun and quite enjoyable. Now that youāve reminded me of that aspect, I may have to search for ways to save the current Live version and avoid the update at launch if that is remotely possible.
I do not disagree with daggers and javelins (light, fast, one handed melee weapons) being tied to agility. The entire thing is a little confusing or different when bows have a completely separate stat as they are commonly tied to the stat to which fast/light weapons are tied (i.e., dexterity). My response to tying daggers/javs to accuracy is based in that difference (it makes sense for both acc and agi in ways) and as a sort of filler bonus to give something to fall back upon for disgruntled bow users. Though bow users in general do not always also enjoy daggers and such as we do.
In all honesty, Iāve a love/hate relationship with the new perk/stat system. I am happy they are working on it and providing some neat perks, but I do not like it in its current state. I do like having to make some choices and sacrifices when creating your build, but in its current state, too much has to be sacrificed and there is really not a lot of room for unique and creative fighting and utility builds. At times I thought that Iād almost rather have it the old way where I was not in deep envy of the neat perks I could not use because of my current build choice. It almost seems as though they want us to just drink lotus and redo our attributes for each different task we want to do.
As it stands, Iāll most likely just look forward to the Pippi mod getting updated to work with Live post launch and disregard the base game stat system in favor of creating my own class and classless builds as options for people to use on my server. That is, if Iāve not figured out a way to save and continue to use the current Live version after the launch update.
I think that we should have:
- strength - 2h sword, mace, hammers, swords
- agility - daggers, javelins, spears
- accuracy - bows, throwing axes or other throwing weapons, and maybe later on crossbows
agility should perhaps not add armor, but dmg to this king of weapons. I also suggested another stat for explosives and siege damage in topic - Sorcery - "new" point of view but i think this would be too much for Devs to implement at this stage of development
Instead of adding any new stat or tying a weapon to a single stat, I would, instead, suggest using a combination of stats to produce oneās combat factor. Why? It reduces the impact of the min/max approach (better game balance especially in PvP). Strength + Grit for two-handed melee weapons or Accuracy + Grit for ranged weapons or Strength + Agility for single-handed melee weapons or whatever. Iām sure the devs can mess around with all kinds of combinations (whether two stat or three stat or more) for game balance.
I can see what you would like to point out, but I think this would make stats and perks too messy for lost of players and at the end who ever can do the math will find out best options and will end up with even bigger benefit in pvp since correct itemization and stat choice would not be so obvious for most players.
worst thing about it is, that there is no space for testing such things prior 8.5. (i am not sure if even afterā¦). Best solution for weapon use and stat choice diversity would be to make agility another stat that would benefit only specific weapons that strength would not, or make agility armor penetration build where instead of +% dmg to daggers, javelins, spears you would received +% armor penetration to this weapons, to make it equal in dmg to strength users but mostly vs heavy armor users (most strength players would go for heavy armor anyway). So I can imagine Agility build player with medium armor, javelin and shield to compete dude in heavy armor with 2h sword and strength build.
agility dude would have less armor and less powerful weapon in terms of direct weapon damage, but armor pene would make it almost the same vs heavy armor due to +% dmg increase vs more armor
strength dude would have less mobility and perhaps even lack block (2h weapon = more dmg = higher benefit from strength % bonus) but his heavy armor would protect him better from any non armor penetration build
Only applies if we want to do those chores perfectly, not being happy with going with our general/fighting stats.
As for me⦠I dont need a 30th survival as the point at which I would be able to use it, I am already way past the point where I would have made use of it the most. (Like starting up, going for maybe 10 dmg stat+rest survival instead of something else.)
While I think that would be totally awesome, I dont know how that would be intended to work.
Just simple algebra. And thereās always a few people who work out the numbers and post their findings for others. Having played many, many games in the past, Iām not worried that the community would not rise to the challenge.
Just me again. I found khan again. But not with those 12 damage like a few days ago⦠with 18 damage.
I think the devs pulled off some rouge-like change to the damage of a few bows thereā¦
ā¦
Now everyone just needs to find the source for that certain arrow-recipe. (Though as I already called them with their name, that is unneeded.)
To be edited. (Needs to take a peek at how many arrows will be created on each craft. Has been 1 arrow per craft earlier, but that was quite a few hotfixes ago.)
Well letās see if I can bring this thread back on topic.
Right now bone arrows and flint arrows do the same damage (4 health) but bone arrows are easier to make. All you need is bone and plant fiber but flint arrows require sticks, stone and feathers. At low levels the feathers can be a little tough to come by since you have to kill a mess of birds to get an appreciable amount. Iron arrows also require feathers and do more damage (7 health) but once you earn the gear to make iron bars feathers become MUCH easier to come by. My suggestion is to nix the feather requirement from the flint arrows OR raise the damage to 5 or 6 health. It might be be necessary to bump up iron arrows to 8 to maintain enough of a gap that they donāt become useless.
I started a new character on XBOX after the update. Even bone arrows are not easy to make since the bone drop from creatures that I have killed have not yielded enough bone to make more than 20 arrows. I happened to find someoneās stash of 300 bone and now I can finally start to use the bow and I just hit level 13. That is pretty sad considering you get the bow at level 5.
Since it was just posted, I figured youād like to see this. A sidearm with limited, yet lootable ammunition.
So, I downloaded the update yesterday and it seems that itās harder to aim with a bow now. Is it just me or does anybody else also have that experience?
Hm⦠I think its only you not yet being used to it. At least from ancient bow onwards taking aim is almost headless, as the arrow will actually fly into the crosshair, unlike before, which required one to think about the range and such. Itās easier right now. Not with crude bow though.
And if you are talking about melee/medium range -> try using that headless q.
How polite.
adorable.
like 40 swings vs 600+ arrow ābitā underpowered??? ![]()
There are more bows (we got a bunch already starmetal, dragonboneā¦etc.)
If you āstand stillā it is pretty much on point 100% accuracy yeah of course there is a bit arrow drop on rangeā¦
But when you step or run while aiming you kinda miss even from point blank range a lot.
Iād say this is okay unless someone pumps most of their points to accuracy. in which case they should never miss as long as the crosshair is on the target⦠(or above given the range) 
The problem is the lack of punch in the bows nowadays. OH, and that if you use heavy attack (whatever that means with a bowā¦) you are bound to release that arrow when the character done the animation⦠not when YOU release the button.