Update 66 Preview 1: AOE Ranged Attacks

Status
Not open for further replies.

Woodyrocker

Well-known member
If the devs team need me to help evaluate the new system i can help testing more! My main toon is all focused on Archery using longbows and Arcane Archer Elf tree!
 

droid327

Well-known member
in AF the shot kills all the mobs at once, if they are packed together, Hunts end and Imbue arrows from AA elf work too!
No, I mean if you're in AF, can you pass the shot through a mob and trigger it around the target mob in back, a la Precise Shot

In IPS it should trigger on the first mob encountered, but AF isn't in IPS
 

Sophie The Cat Burglar

Exotic Items Recovery Specialist
Oh. My. Goodness gracious.

Steelstar.

You need to build an entire class or tree of whatever around this. Foooooom BANG! Foooooom BANG! Just like the archer class from Torchlight with explosive arrows. Foooooom BANG! Foooom BANG! Foooooom BANG!

You must bring Fooooom BANG! to DDO. It is your destiny.
 

Mindos

CHAOTIC EVIL
I would love to see Pin grant both an aoe version and a non-aoe version, there are cases where it's actually nice to have a line Pin attack through IPS
This is what I was talking about! So with this change, it's a secret nerf! You won't be able to pin in a line.
 

rabidfox

The People's Champion
Pin should proc on the mob that's targeted when IPS is active instead of the 1st mob in the line (it should just pass thru as if precise shot is active when the ability is used).
 

Marshal_Lannes

Well-known member
I don't know if it's possible, or if you want to build this out on some sort of archer archetype, but could the shatter effect change graphically depending on what type of imbue you have? For example, a light imbue charged shot would be a flash of light, fire an explosion, poison green goo, and so forth.
 

droid327

Well-known member
Pin should proc on the mob that's targeted when IPS is active instead of the 1st mob in the line (it should just pass thru as if precise shot is active when the ability is used).

This makes the most sense since, again, passthrough is a property of Precise Shot, only strikethrough is a property of IPS
 

unknown32

Member
I think it would be a good idea to make pin a multiselctor (seconding what other person said); give people an option to either use the original version, or take the AOE version. Looks like an interesting change; will be interesting to see how AOE works with hunt's end.
 

nenetteblackmoor

Well-known member
Does the developer want to make DDO more of a Ranged Combat Game than it is now?

It's like pulling a pin from a pineapple and throwing it, so I don't see any issue with being able to perform area-of-effect attacks with projectiles.
However, melee characters wielding Two-Handed Weapons are required to have Strikethrough despite performing area-of-effect attacks.

This is just absurd and unfair.
 
Last edited:

rabidfox

The People's Champion
Does the developer want to make DDO more of a Ranged Combat Game than it is now?

It's like pulling a pin from a pineapple and throwing it, so I don't see any issue with being able to perform area-of-effect attacks with projectiles.
However, melee characters wielding Two-Handed Weapons are required to have Strikethrough despite performing area-of-effect attacks.

This is just absurd and unfair.
Melee have cleave feats and abilities beyond strikethrough for AoE.
 

songswrath

Well-known member
If your given ranged builds aoe. Holy moly are you going to unbalance ranged vs melee. Better be cutting their ranged power in half
 

CBDunk

Well-known member
If your given ranged builds aoe. Holy moly are you going to unbalance ranged vs melee. Better be cutting their ranged power in half

Technically, AoE for ranged has existed for a few years now: The Everstar and Frozen Terror both do AoE on ranged attacks. However, the damage is so low as to be virtually unnoticeable. These new abilities do more significant damage... but with a single attack on a cooldown. There is no telling what the final damage amounts or cooldown durations will be. Thus, this could be anywhere from game-breakingly OP to essentially useless.

The important point is that it is a 'new' capability that actually works and fills a niche that has been lacking (i.e. letting ranged characters do group CC and/or AoE). How the damage and/or CC levels are scaled is simply a matter of tuning.
 
Status
Not open for further replies.
Top