Larian Banner: Baldur's Gate Patch 9
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Joined: Dec 2013
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journeyman
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Originally Posted by ScrotieMcB
I definitely agree about the special arrows, though. Marksman (or Scout, or whatever) doesn't really need a huge skillset in order for range-type characters to have decent versatility. Scoundrel, on the other hand, definitely needs more tricks, including more which aren't dagger-based. I feel the rangers just need barely enough to actually have to make choices (ex: can't use all available skills unless 5 ranks in ability), and not a whole lot more than that; Scoundrel, on the other hand, needs a lot more than it has now.


Let's say if I'm making a mod, I would definitely make Expert Marksman actually increase the effectiveness of the arrow - indirectly making it a requirement to have high Expert Marksmanship if you want those Special Arrows to be effective at mid to high level.

Imagine, if every rank on Marksman would increase Special Arrow effectiveness by 10% - That would actually reflect that this ranger is actually highly trained- and knows where to fire the special arrows to inflict the greatest damage / highest chance for the effect to successfully apply.

Add a new Talent - The Specialist Marksman (E.M Rank 3 required)
Every usage of Special Arrow costs 1 less AP.
4 AP Knockdown arrow from 15 meter. No Cooldown. That's something.



Last edited by rk47; 04/08/14 07:27 AM.
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enthusiast
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Actually, in my "Dream Mod" thread, I changed Quickdraw to reduced special arrow AP by 1, and Elemental Ranger to always work on elemental ground. This would make Quickdraw the special arrow talent and Elemental Ranger the "I deal more damage with basic attacks" talent.

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Originally Posted by dirigible
And unlike magic, you cannot reduce the cooldown on MaA abilities.


That is, in my opinion, a huge balancing problem, because it makes intelligence much more powerful than strength or dexterity. Intelligence, strength and dexterity should reduce the cooldown by 1 turn at an ability value of 9, 12, 15, ...

Bows and crossbows are unbalanced, too, because you need dexterity and perception to make them useful. Perception should increase the critical chance for bows and crossbows by (perception x 3) % and melee weapons should keep their current critical chance of (perception x 2) %.

Daggers are unbalanced, too, because you need backstabbing to make them useful. Backstabbing should always be possible and the talent should increase the critical damage by 25%.

Last edited by Wizard1200; 04/08/14 10:46 AM.
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