scul wrote:It is not about being instant. It is about the fact that it can miss even when you have lined it up perfectly. I am fine with planning out different strategies, taking into account things that take time to hit or build up power etc. More strategies I am pretty much always in favor of.
It is just the fact that there can be times where I can have a set of shots and use my entire quiver/pouch and half my shots missed because they just stepped forward. And with things like soul rot in the game... You just can't survive as a fairly low health class when a rare can hit you for 700 while you are not even up to 500 health, you have to be able to stun/cripple reliably. And I am only talking about easy mode (nightmare and below). And if they can just dodge your stun... That does not happen in melee. Melee cannot be dodged. Yes, accuracy and defense. But I think if monsters could randomly "the orc decides that even though you clearly hit him he is going to ignore it and negate all on hit effects".
I think if that could happen 25% of the time in melee there would be a revolt. I would be fine with making accuracy harder to stack etc, making you invest more to have "perfect" accuracy. But it is just the dodges that are not dodges that I am referring to.
Play is symmetric though, so now you're going to get hit with 700 undodgable arrow damage (across two fast archery attacks) instead of a
dodgeable Soul Rot projectile.
Being able to dodge projectiles -- archery and spell -- is a thing that keeps the PC alive.
I'm sympathetic to the frustration of NPCs dodging, but think about how awful it would be if you were on the other side of that mechanic.
Consider this instead:
- The talent-effect lands as a "mark"-like status, which turns into the real status when you hit with any archery attack.
- A dodged arrow isn't a waste of your talent cooldown, since you can shoot again.
- From the PC side, you get an indication for when dodging an arrow is especially important (since it'll turn your talent-mark into a debilitating status).
So each archery attack talent would do two things: set up a talent-mark, and fire an arrow.
The talent-mark would last for a few rounds, so you'd have an opportunity to cash it in even if you miss initially.
Applying another talent-mark would overwrite the first one, so NPCs can't stack up several if you keep dodging their arrows -- smart play is still rewarded for the PC, too.