Pixues Posted August 3, 2013 Share Posted August 3, 2013 (edited) The way thunderbolt works now is limiting the bow's uses. It forces you to shoot distant foes because its a danger to use on enemies up close. But one cannot always be that careful. Especially in the heat of battle. Especially if the battle is supposed to be fast-paced. Judging the distance at which you think its safe may fail. Here is what i want and what i think will work much better. Change the chance mechanism into a charge mechanism. Instead of having a 30% chance to explode, the arrows explode if the bow is fully drawn longer than 'x' amount of seconds. An example - un-upgraded: 4 seconds of bow drawn time - upgraded once: 3.5 seconds of bow drawn time - upgraded twice: 3 seconds of bow drawn time - fully upgraded: 2.5 seconds of bow drawn time. (numbers are subject to change ofcourse) This will: 1) Remove risk 2) Give the player control This will make close combat viable with the bow while thunderbolt is equipped. Because the player can shoot close targets with 'uncharged' arrows and decide for themselves to blast an area in the distance. DE pls i need dis. discuss. Edited August 3, 2013 by Pixues Link to comment Share on other sites More sharing options...
ValhaHazred Posted August 3, 2013 Share Posted August 3, 2013 DETONATE THE UPVOTE WARHEAD Link to comment Share on other sites More sharing options...
X3Evanescence Posted August 3, 2013 Share Posted August 3, 2013 Another thing... Let the 250 explosion damage scale with mods. This is all I can ever ask for. Currently it is absolutely useless in High Wave Defence or anything like that. Link to comment Share on other sites More sharing options...
IanLai Posted August 3, 2013 Share Posted August 3, 2013 i think the explosion damage should be calculated like elemental damage that mean it will not cap the damage when using serration enemies got hit damage = serration+explosion non hit enemies within explosion radius = explosion damage Link to comment Share on other sites More sharing options...
LordChronos Posted August 3, 2013 Share Posted August 3, 2013 I like it the way it is... Link to comment Share on other sites More sharing options...
Finch. Posted August 3, 2013 Share Posted August 3, 2013 I just want some indicator, like a light on the tip of the arrow or something, to tell you when you have an explosive arrow Link to comment Share on other sites More sharing options...
fishworshipper Posted August 3, 2013 Share Posted August 3, 2013 I like it the way it is......You like having a 30% chance to nerf your damage? Link to comment Share on other sites More sharing options...
Pixues Posted August 4, 2013 Author Share Posted August 4, 2013 (edited) Can we get this by update 9.5 please. Or how about you make thunderbolt as suggested? And create a new mod that makes arrows explode by chance like it is now. We'll call it russian-roulette or something. Edit: yes some damage scaling would go nice with that. Edited August 4, 2013 by Pixues Link to comment Share on other sites More sharing options...
Tainted_Fox Posted August 4, 2013 Share Posted August 4, 2013 (edited) as much as i would love to agree. i have to disagree on 2 grounds. One, if you have to resort to standing toe to toe with an enemy to use a paris bow i would reconsider your play style and be less derpy.second i need thunderbolt as it is. for synergism with my trinity link or rage modim still giving you +1 because this idea could totally be used for a new mod as opposed to changing a already good mod Edited August 4, 2013 by Tainted_Fox Link to comment Share on other sites More sharing options...
Grulos Posted August 4, 2013 Share Posted August 4, 2013 The ONLY probelm with Thunderbolt is, that it does NOT scale with serration and picks an element randomly (if you have elemental mods equipped). Link to comment Share on other sites More sharing options...
WARGAMES Posted August 4, 2013 Share Posted August 4, 2013 thunderbolt should really be adjusted and tweaked to work properly. area of effect splash: as is the AoE is rather crappy where some enemies live. damage: 200 or 250 damage that it is, serration does not seem to increase it's damage. metal auger: does not work on it , though I guess that's fine. crit: crit rate should link with the bow's crit, so if you snap shot it's default. but if you charge it then it uses the charge crit. elements: it does not have all elements workable at once and only uses one for the element, though an element and armor piercing seem to work. explosion on direct hit: I believe bodies are blocking explosions and or a bug is still present. explosion over-rides the arrow shot damage, this cuts down on damage an immense amount. now as you can see, this is why the thunderbolt is lackluster and not worth using other than to level a bow easily with splash early on. I believe when they adjusted the ogris they messed up the thunderbolt explosion. the chance to explode is mostly fine, but the mechanics it's set as ruin it. I think the damage should be raised to about 300 again as well. but not many people seem to care about this information about what's wrong with it and could fix it up. Link to comment Share on other sites More sharing options...
Drifter11 Posted November 5, 2013 Share Posted November 5, 2013 I think the chance amount should be increased, as well as damage that scales with upgrading the mod. Link to comment Share on other sites More sharing options...
GhostUnitVII Posted November 5, 2013 Share Posted November 5, 2013 Another thing... Let the 250 explosion damage scale with mods. This is all I can ever ask for. Currently it is absolutely useless in High Wave Defence or anything like that. I agree with this completely, though i dont think we should do it by timed charge, since the weapon can have a fast charge rate, it should be determined by a "empty", "half", or "Full". What they could do is when you have the mod added on, they can color scale the charge circle like red for 10-20% chance, 21 - 40%, and 41 - 70%, and have the rank of the skill determine the damage of the weapon. For instance if your bow does 775 charge damage, the thunder bolt adds another 90% at a full rank. so, a little over view here... Charge determines explosion rate. 1/3 charge = 10 - 20% chance 2/3 charge = 21 - 40% chance 3/3 charge = 41 - 70% chance damage scale by rank. rank 1 = adds 30% more damage to the explosion combined with charge damage of the weapon rank 2 = adds 60% more damage to the explosion combined with charge damage of the weapon rank 3 = adds 90% more damage to the explosion combined with charge damage of the weapon This is just a rough example of what i am saying but its a start right? please leave a comment :D Link to comment Share on other sites More sharing options...
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