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LII: Bows
Chapter LII: Bows

Well, I’ll talk about bows, but this can be generalized to all weapons that use ammo.

I see bows and arrows having repeated attributes that happen to compose stats like attack, accuracy and damage type…would be way more interesting if they all had no repeated attributes, which would cause the importance of each attribute being raised (no more players rank 50 using warped arrows).

First, I’d leave arrows with attack and damage type. This is important because this way we can have role-based arrows…arrows meant for damage, arrows meant for enfeebling, arrows meant for tanking…

And, with the removal of these stats we would have space for some new attributes for bows. I’d add “Parry” and “Range” so it would have Attack, Accuracy, Critical rate, Parry and Range as attributes.

With these attributes we can make a better discerning between bow types, like having short bows with increased accuracy, cavalry bows with increased critical, long bows with increased range, composite bows with increased attack and armored bows with increased parry.

This way each bow would have its own role, like long bows being preferably usable to shot monsters out of their ranged range since they are the only ones with increased range, composite bows focusing on damage, being the only ones with additional attack, cavalry bow being the “solo-friendly” bow that, since it has shorter range, not only allows you to critical hit better than any other but also to parry at melee range (cavalry bows are armored bows), armored bows (like weevil and crab bows) that are the tanking bow, excelling in nothing other than the great parry rate. The main difference between cavalry and armored bows is the range…while cavalry has a shorter range, being focused in very close combat, armored bows have a normal range.

About shortbows, they would be pretty weak and have a shorter range, just like cavalry bows…but they are separated than others because it has an unique characteristic…like I said at ARC chapter. I wanted to see the “single nock” action where the ARC would nock an arrow equipped at pouch quiver instead of the main quiver, allowing a brand new flexibility option to the class…shortbows take this to a brand new level…at off-hand slot you can equip a third quiver at bow quiver (like those bows where the quiver is part of the bow), allowing you to actally having 3 different types of arrows equipped, being specially useful when you’re taking a support role.

The only thing ARCs need to be aware is that each extra quiver equipped he will get a brand new action to use it, just like the throw for throwing actions or guard for shields.

ARC was by far the less flexible class of the original FFXIV…but this would give it a brand new way of playing! ^^
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Tag [bow]
Post Date 2/10/2012 11:10 a.m.
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"This is important because this way we can have role-based arrows…arrows meant for damage, arrows meant for enfeebling, arrows meant for tanking…" Which would require a redesign or replacing of the entire Armory system. It would be little more than a stat item, our gameplay is centered mroe around the abilities we have at our disposal and less around our gear. Switching that priority to stat items like you're talking about would turn ffxiv into a pretty WoW and little more. Trust me, you don't want this. We don't need different arrows, switching ammo types mid combat is cumbersome and with menu/macro response time, that's wasted time. Having different abilities would be far simpler and we already ARC abilities that stun and so forth.
---- (----) 2/28/2012 12:59 p.m.
I wasn't talking about switching ammo midfight...specially since it does would go against armory system, just like you said...i said certain bows/accessories would offer additional quiver options so the player could have different arrow types equipped. It would be more like mages...you could equip paralyze if you think you would eventually need it...or having a blunt WS because certain monsters you fighting were weak to blunt.

IMO multiple quivers are perfectly valid when thinking about armory system.
Lienn Deleene (Gungnir) 2/29/2012 5:25 a.m.
This seems like it would work well with more encapsulating changes to weapon attributes and physical damage categories as a whole, but alone these changes would appear unnecessary, unfulfilling, and generally flimsy.

As much as I'd love to have the Cavalry bow's parrying ability in leveling, it seems like it would be a lot of intricacy for something small and usually unseen.

Ranges may also be more irritating than helpful. Imagine a longbow being used in a raid, especially one that might require stacking relatively close or under the boss.
There's no exact advantage in most cases to be far away from one's enemy, as long as you're "far enough."
Tani Shirai (Balmung) 5/27/2012 1:05 a.m.
I understand your points, but these concepts aren't planned for the current FFXIV. I leave these entries here at blog exactly because i do believe they don't fit the current FFXIV...or they would be at forum as suggestions.

They're planned for a game where all monsters have ranged attack, where different arrows have different damage type and/or effects and where different weapon types usually are meant to be used in different situations, like the original FFXIV and these aspects were, long ago, removed from current FFXIV with the damage generalization.
Lienn Deleene (Gungnir) 5/27/2012 3:26 p.m.
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