Expanding Ranged Weapon Combat
Posted: Wed Apr 09, 2014 4:25 am
One thing I really enjoy about Tome 4 is attempting to get unconventional builds to function well. And a lot of the time, there isn't much that is really too unconventional; a ton of classes in Tome 4 have a variety of effective ways to build them--and while some aren't absolute optimums--most options available to a class can perform well on normal difficulty.
However, I find in no way this same expanse of build decisions given to ranged weapon characters. There are only two characters that currently possess the ability to get Bow Mastery and Sling Mastery. Yes, every character gets access to Shoot and Reload, but the damage multiplier and physical damage is key in justifying using a turn (or two) to use a sling/bow attack. This is the first, and primary, issue of ranged combat: as it is, it is the only weapon mastery unavailable to all character combinations. It makes classes that could borderline on really using a ranged weapon (either primarily as a more 'gimmicky' build or as a legitimate secondary weapon [possibly with the use of Swift Hands]) because the damage isn't just worse, it is almost always comparatively worse than other options.
The second issue with ranged combat is the lack of skills that actually function with it. Outside of Archer, the majority of weapon skills are designed to function specifically with melee combat. There are some obvious (and good) exceptions to this in Weapon Folding, Poisons, Venomous Strike, and probably a few others I do not know about. However, there are many weapon skills that could apply to ranged combat, but do not. Some examples of this are: Cripple, Weapon of Light, Shadowstrike, Shadow Combat, maybe Dirty Fighting, Predator [Anatomy, Outmaneuver], Death Blow, Greater Weapon Focus [if it doesn't, idk], and others. Specifically, the passives & buffs that do not apply to ranged combat bother me the most as far as character building options are concerned.
If this is viewed as a fundamental problem (i.e. not by me personally, but by dg and others), here is my tentative proposal. I am in no way married to these ideas, and I welcome anything better that could be proposed.
Proposal of Issue #1:
Remove Bow & Sling Mastery from their respective Archer class trees. Add it to the Weapon Training tree as a passive of the same effect (possibly without the reload addition) or add them onto Dagger Mastery. Replace these skills with a respective passive for their archery class trees; ideas for these passive replacements are welcome. If reload was is removed from the generic 'Archery Mastery', I would advice placing the reload in addition to any of these talents.
Issue #2 is a bit stranger. The actual weapon skills are arguable and sort-of doubtful, but I strongly believe most of the passive or sustained melee weapon effects should apply to ranged weapons.
Oh and really I just made this post because I was mad I couldn't make a Sling Sun Paladin.
However, I find in no way this same expanse of build decisions given to ranged weapon characters. There are only two characters that currently possess the ability to get Bow Mastery and Sling Mastery. Yes, every character gets access to Shoot and Reload, but the damage multiplier and physical damage is key in justifying using a turn (or two) to use a sling/bow attack. This is the first, and primary, issue of ranged combat: as it is, it is the only weapon mastery unavailable to all character combinations. It makes classes that could borderline on really using a ranged weapon (either primarily as a more 'gimmicky' build or as a legitimate secondary weapon [possibly with the use of Swift Hands]) because the damage isn't just worse, it is almost always comparatively worse than other options.
The second issue with ranged combat is the lack of skills that actually function with it. Outside of Archer, the majority of weapon skills are designed to function specifically with melee combat. There are some obvious (and good) exceptions to this in Weapon Folding, Poisons, Venomous Strike, and probably a few others I do not know about. However, there are many weapon skills that could apply to ranged combat, but do not. Some examples of this are: Cripple, Weapon of Light, Shadowstrike, Shadow Combat, maybe Dirty Fighting, Predator [Anatomy, Outmaneuver], Death Blow, Greater Weapon Focus [if it doesn't, idk], and others. Specifically, the passives & buffs that do not apply to ranged combat bother me the most as far as character building options are concerned.
If this is viewed as a fundamental problem (i.e. not by me personally, but by dg and others), here is my tentative proposal. I am in no way married to these ideas, and I welcome anything better that could be proposed.
Proposal of Issue #1:
Remove Bow & Sling Mastery from their respective Archer class trees. Add it to the Weapon Training tree as a passive of the same effect (possibly without the reload addition) or add them onto Dagger Mastery. Replace these skills with a respective passive for their archery class trees; ideas for these passive replacements are welcome. If reload was is removed from the generic 'Archery Mastery', I would advice placing the reload in addition to any of these talents.
Issue #2 is a bit stranger. The actual weapon skills are arguable and sort-of doubtful, but I strongly believe most of the passive or sustained melee weapon effects should apply to ranged weapons.
Oh and really I just made this post because I was mad I couldn't make a Sling Sun Paladin.