If I were a Dev for a day this is what I'd do...

Smokewolf

An Excited Member
I'd totally revamp the Arcane Archer enhancement tree!

My proposal rewrites the enhancenent tree to better utilize Imbues, and provides a reason to use Shortbows. While also encouraging players to shoot between spell cool-downs, and not just depend on the bow.
Core Abilities

Arcane Archer (AP 1): Equipped bows gain +1 Ranged Power, +1% Doubleshot, and +1 Spell DC per Arcane Archer core taken. You can now conjure a stack of returning +1 arrows woven from pure magic. These arrows dissipate after an extended logout.

Imbue the Bow (AP 1): Gain access to four Imbue toggles that modify the damage of your bow attacks. (Acid, Cold, Electric, Fire) You also gain +1 bonus Imbue dice for every two Arcane Archer cores taken. Your Imbues scale with the highest of 75% Spell Power or 150% Ranged Power.

(Activation Cost: 20 SP. Cooldown: 10 seconds)

Penetrating Arrows (AP 1): Gain access to three secondary toggles that enhance your arrows to bypass various forms of Damage Reduction:
  • Morphic: Your arrows deal bludgeoning, piercing, and slashing damage simultaneously.
  • Metalline: Your arrows bypass all metallic-based Damage Reduction (adamantine, mithral, etc.).
  • Aligned: Your arrows bypass alignment-based Damage Reduction (Good, Evil, Lawful, Chaotic).
(Activation Cost: 20 SP. Cooldown: 10 seconds.)

Unstable Imbues (AP 1): Your damage Imbues can now critically hit using your bows base Critical Multiplier.

Shadow Arrows (AP 1): Equipped bows gains a +1 Competence bonus to Critical Damage Multiplier. On a successful critical, gain +1 Imbue dice for 10 seconds, which can stack up to 3 times.

Mystical Archer (AP 1): +2 to all stats, and +20 Doubleshot.

Tier One

Awareness (AP 1, Ranks 3): +1/+2/+3 Listen, Search, Spot, and to-hit. Rank 3: While holding a Shortbow, gain +5 Ranged Power.

Arcane Trance (AP 1 / Ranks 3): You gain an Insight bonus to hit and damage equal to 1/2 of your highest stat modifier for 30/60/120 seconds. Cooldown: 20 seconds, 5 Charges per rest. Each spell or SLA cast has a 10% chance to restore one charge. (ICD of 12 seconds.)

Energy of the Wild (AP 1, Ranks 3): +30/+60/+100 maximum spell points. Rank 3: You gain the Magical Training feat. If you already have the Magical Training feat, you gain +5 Universal Spell Power.

One with the Bow (AP 1, Ranks 2) Rank 1: Bows are considered Spellcasting Implements in your hands. Rank 2: Your chance of Arcane Spell Failure is reduced by 15% while holding a bow.

True strike (AP 1, Ranks 1) : Passive: After casting a spell or SLA, your next bow attack gains +20 to hit, and +1 Critical Threat Range.

Tier Two

Action Boost (AP 1, Ranks 3): Select Ranged Power or Imbue Boost.
  • Ranged Power Boost: Activate to gain a +10/+20/+30 Action Boost bonus to Ranged Power for 20 seconds.
  • Imbue Boost: Activate to gain +2/+4/+6 Imbue dice for 20 seconds.
Dispelling Shot (AP 1, Ranks 1): Performs a ranged attack that dispels 3 beneficial effects from an enemy. Enemy is magically silenced and unable to cast spells for 6 seconds, Will save vs. DC 20 + Highest of Int, Wis, Cha + Enchantment Spell Bonuses. (Activation Cost: 5 SP. Cooldown: 12 seconds)

Elemental Arrows I (AP 2, Ranks 1): Add +2 Imbue dice. Passive: +5 Universal Spell Power

Explosive Shot (AP 2, Ranks 1): AOE Ranged Archery Attack: Fire a single shot with +20% Damage, affecting every enemy in an area around where the shot hits. Enemies hit in this manner are shaken. (Activation Cost: 5 SP. Cooldown: 12 seconds)

Force Arrows (AP 2, Ranks 1): Imbue Toggle: You Imbue your arrows with magical force. Your arrows gain On Hit: 1d8 force damage and the Ghost Touch ability. (Activation Cost: 20 SP. Cooldown: 10 seconds)

Tier Three

Arcane Ability I (AP 2, Ranks 1): Choose between +1 Charisma, Dexterity, Intelligence, or Wisdom.

Elemental Arrows II (AP 2, Ranks 1): Add +2 Imbue dice and +5 Universal Spell Power.

Moonbow (AP 1, Ranks 1): While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds. +10 Universal Spell Power.

Shooting with Style (AP 2, Ranks 1): Choose one.
  • While holding a Shortbow, you can run 1% faster for each of your heroic levels.
  • You can now Swashbuckle while wielding a Shortbow. (+1 Threat Range, Requires Bard Level 3)
Terror Arrows (AP 2, Ranks 1): Imbue Toggle: You Imbue your arrows with negative energy. On Hit: Target is feared. (Will save vs. DC: 20 + Highest of Int, Wis, Cha + Illusion Spell Bonuses) On Vorpal: Target is subject to a Phantasmal Killer effect. (Activation Cost: 20 SP. Cooldown: 10 seconds)

Tier Four

Arcane Ability II (AP 2, Ranks 1): Choose between +1 Charisma, Dexterity, Intelligence, or Wisdom.

Banishing Arrows (AP 1, Ranks 1): Arcane Archer Imbue Toggle: Your arrows gain On hit: 1d8 Bane damage vs extra-planar creature per Imbue dice. On Vorpal: Banish an extra-planar creature back to their home plane. (Will save vs. DC 20 + Highest of Int, Wis, Cha + Abjuration Spell bonuses) (Activation Cost: 20 SP. Cooldown: 10 seconds)

Elemental Arrows III (AP 2, Ranks 1): Add +2 Imbue dice and + 5 Universal Spell Power.

Paralyzing Arrows (AP 2, Ranks 1): Arcane Archer Imbue Toggle: Your arrows are imbued with a paralyzing force. On Hit: Target is paralyzed. (Will save vs. DC 20 + Highest of Int, Wis, Cha + Enchantment Spell Bonuses) On Save: -10% Movement and Attack speed. (Activation Cost: 20 SP. Cooldown: 10 seconds)

Smiting Arrows (AP 1, Ranks 1): Arcane Archer Imbue Toggle: Your arrows gain On hit: 1d8 Bane damage vs constructs per Imbue dice. On Vorpal: Attempt to destroy a construct. (Will save vs. DC 20 + Highest of Int, Wis, Cha + Evocation Spell Bonuses). (Activation Cost: 20 SP. Cooldown: 10 seconds)

Tier Five

Accumulation (AP 1, Ranks 3): Gain +(1/2/3) Spell power for each Imbue dice you possess. Rank 3: While holding a Shortbow, gain +5 Ranged Power.

Arrow of Slaying (AP 2, Ranks 1): Ranged Archery Attack: Performs a ranged attack with +250% Damage and +25 flat damage. This damage can be multiplied by critical hits. (Activation Cost: 20 SP. Cooldown: 20 seconds.)

Focus Mastery (AP 2, Ranks 1): Your Archer's Focus Stance can now stack up to 25 times instead of 15. Passive: Casting a spell or SLA now grants you 5 stacks of Archer's Focus. (ICD 12 seconds)

Lingering Enchantments (AP 2, Ranks 1): After casting a spell or SLA, your bow attacks gain +1 bonus to Critical Threat Range and Multiplier for 20 seconds.

Runebow (AP 2, Ranks 1): Your damage Imbues now deal 1d10. While holding a Shortbow, On Vorpal hit gain one Manyshot charge. (ICD 12 seconds)

So what would you do if you were Dev for a day?

-Smoke
 
Last edited:
Upvote 0

seph1roth5

Well-known member
Change VIP to not be a mangled attempt at a battlepass and put in QoL stuff like warping to dungeon entrances, TR at lv 3, etc. (all sorts of stuff from the post in my sig). Make the free quest code always in effect. Make shared bank easier/cheaper to access.

Public drop info like TheNarc2 mentioned would be nice too. One of the things I loved about Ragnarok Online was everything was very transparently coded. You could look at a website and see monster's exact stats, drop rates, where they spawned, etc. Most private servers let players use in-game commands to see all that in your chat box too. Was super easy to look up how and where to get a drop.

You could even see the monster AI, which was probably simpler than DDO, but also was better I think lol. Never had monsters get stuck or circle around me. And you could actually knock back/reposition monsters in there!
 

Enoach

Well-known member
If I only had one day this would be what I would work on.
1. All Tower Shields would be full body length
2. All Large Shields would be the size of the of the Mid body
3. All Small Shields would be 1/2 size of Large Shields
4. Buckler would cover the forearm

Basically, the shield graphic match the shield type.
 
Top