Asgerr wrote: » Final Fantasy XIV a failure? Lol.
Asgerr wrote: » @Rhorden The one issue I have with all of your idea? It seems to hinder only one class. Would you have a Fighter needing to sharpen his weapons in order to even use his basic attack?
Would you have a Mage having to run back to town to regain his MP in order to user basic attacks?
Would you have a Bard go back to town to buy strings for his Lute in order to do basic attacks?
Do you have a Cleric going back to town to attend mass to regain MP and go sharpen his weapons too, in order to use any basic attack or skills?
If we're going to apply this to the Ranger, it should then be applied to all classes, or the Ranger somehow ends up being that one class which inexcusably needs to spend far more money than any other to function. And if you apply it to all classes, where do you draw the line? Do you wanna be going back to town every three or four pulls of mobs, because you ran out of whatever ressources your archetype uses? That is not fun gameplay. It's cool RP-wise, but it makes for incredibly tedious gameplay and just prevents you from going out and exploring since you might just run out of your basic-attack-ressource, and will just get stomped by mobs once you can't fight back.
Asgerr wrote: » Final Fantasy XIV a failure? Lol. We found the WoW Andy (who btw also had ammo up to a certain expansion)
Asgerr wrote: » @Rhorden The one issue I have with all of your idea? It seems to hinder only one class. Would you have a Fighter needing to sharpen his weapons in order to even use his basic attack? Would you have a Mage having to run back to town to regain his MP in order to user basic attacks? Would you have a Bard go back to town to buy strings for his Lute in order to do basic attacks? Do you have a Cleric going back to town to attend mass to regain MP and go sharpen his weapons too, in order to use any basic attack or skills? If we're going to apply this to the Ranger, it should then be applied to all classes, or the Ranger somehow ends up being that one class which inexcusably needs to spend far more money than any other to function. And if you apply it to all classes, where do you draw the line? Do you wanna be going back to town every three or four pulls of mobs, because you ran out of whatever ressources your archetype uses? That is not fun gameplay. It's cool RP-wise, but it makes for incredibly tedious gameplay and just prevents you from going out and exploring since you might just run out of your basic-attack-ressource, and will just get stomped by mobs once you can't fight back.
Euthenasia wrote: » bloodprophet wrote: » Unlimited arrows is like unlimited mana for a mage. Both should have limits and not be eternally full. Keeping track of arrows and not running out is part of paying attention and not mindlessly face rolling the keyboard. So mages should need to go back to town to refill mana?
bloodprophet wrote: » Unlimited arrows is like unlimited mana for a mage. Both should have limits and not be eternally full. Keeping track of arrows and not running out is part of paying attention and not mindlessly face rolling the keyboard.
novercalis wrote: » UO system - Spells requires components. Stock up.
Ehrgeiz wrote: » Yes to ammo but only when all the other classes have consumeables aswell.
prymortal wrote: » Final Fantasy XIV 1.0 & New World both had AMMO. Both showed people who can't think the problems & reasons its not needed. From time, effort & cost other classes didn't have, To running out in battle - Later patched in New World due to Hindsight when in fact if you just took a second to think about it in the first place it could of been avoided. If you have not played those 2 games, be thankful, There are reasons they are failures & ammo is just 1 of them.
novercalis wrote: » Basic AMMO - unlimited Baseline Damage. (Example 100 damage + Dex Bonus) Now to use Fire, Poison, Explosion Arrow - YOU NEED TO BUY THOSE Skills have 2 triggers - Basic and w/ added bonus for special arrows. HOW IT WOULD LOOK Dex = 100 Skill Name: Rain of Arrows range 60m PROMPT 1: Fire a hail of arrows that deals baseline damage (100+Dex) times (bonus modifier let's say 10) in a small radius of 5m PROMPT2 : Bonus Ammo: If Explosive Arrows are used A Thunderous rain of arrows is shot consumes: 1-5 explosive arrow Bonus Damage - Deals X amount of dmg, Radius size increase. Charge - Charge up to 5 explosive arrows to launch, increase the size for each arrow. Prompt 1 Math (TOTAL DAMAGE = (100+100x)10 = 2000 damage) Prompt 2 Math Tooltip for Explosive Arrow = Deals an extra 25 damage each. Inflicts Burn Damage it added an additional 125 damage and increased the radius size to 25m also deals burn damage, 5 ticks of 5 per arrow. 5x25 = 125 Full Math Baseline skill damage (100) + dex (100) times bonus mod of (10) explosive arrow x charge amount (5) burn damage times charge amount (5). Radius size increases by 5m per charge (max 25m) (100+100)x(10)=2000 damage (25x5)=125 explosive arrows damage (25x5)=25 burn damage x 5 ticks = 125 total burn damage 2000+125+125=2250 NUMBERS ARE SUBJECTIVES So any rangers can STILL USE THE SKILL but won't trigger the bonus effects w/o specific ammo in their bag/quiver.
...the Ranger archetype isn’t complete. They were showing off basic ranged attacks and threw some of the active Ranger abilities in. The class isn’t done by a long shot.