Bow Nerf

DragonRanger

Well-Known Member
Aug 28, 2015
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Tanis Bow now has a damage total of 12 instead of the 24 it had, and the Royal Shard Bow has had its Lust damage cut in half.  Don't know about the Myr Bow.
 

Tacocat

Member
Aug 29, 2015
10
0
thats depressing :(  they need more lust weapons.. tanis lust damage nerfed as well i guess?
 

Tacocat

Member
Aug 29, 2015
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0
they need a version log thing.
 

Royal Bow Item TypeWeaponEquipment SlotRanged WeaponBase Price6500InformationDamage3 Kinetic
12 DrugAccuracy2Critical Bonus4Use DetailsIs Usable in Combat?YesValid TargetsHostileAdditional Flags

As of Update

Bow Weapon

6.3


something like that, make me wonder if bow it useable anymore.. /worth it
 
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Jacques00

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Aug 26, 2015
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they need a version log thing.

If so, the version number is actually 0.6.3--because the game is still in alpha. The wiki pages do have a history compare feature, so there's that. Luckily most of the weapon pages aren't edited too much, so value changes between dates are easy to catch.

I just double-checked and the numbers should be accurate to what is in-game so far.
 

VerySexyGrammar

Well-Known Member
Aug 27, 2015
217
197
To be fair, all bows were freakishly overpowered. The supernerf is very much understandable.

Tanis's [sic] Bow is kind of shit for a Myrellion weapon, though...
 

Couch

Scientist
Creator
Aug 26, 2015
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Supposedly the reason was because Syriquest will add a way to get it while still on Mhen'ga, meaning it should have a statline appropriate for a P1 weapon rather than a P3 one.
 

Ormael

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Aug 27, 2015
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SyriQuest will allow get another bow with dmg similar to Mhen'ga weapons thus unlocking Tanis Bow already at first planet not req get to go at Myrellion. Well wasn't bows mostly about been able to use stun special anyway (aside those bows with lust dmg that was about 2-3 shooting everything around?).
 
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Tacocat

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Aug 29, 2015
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still wish there where more lust/drug weapons. as there no melee ones at all.

Well Techs second attack makes it still rather worthwhile, + goo armor attack
 

Ormael

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Aug 27, 2015
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Sad reality would be: want more lust/drug weapon write some yourself.

Little less sad reality: maybe someone already of our writers thinking about one or two melee and some range weapons of type you wish to see. There is thread about weapons for Uveto so you could post idea what would you see such weapon and someone may use this as inspiration (or it would get barely changed ingame).

Pretty much atm around half damage types dealing weapons are lacking with actualy melee or range weapons. Some even not have yet any weapon like cold based weapons so....lust/drug weapons aren't yet in such bad spot (but yes it could be always better one).

As for techs and melee weapons it more pression to give them acces to energy based ones so their could use specials that not working otherwise.
 

Tacocat

Member
Aug 29, 2015
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not sure how to write a weapon info stuff... but i might as well try :p  worst will happen is it wont work :p
 

VerySexyGrammar

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Aug 27, 2015
217
197
As for techs and melee weapons it more pression to give them acces to energy based ones so their could use specials that not working otherwise.

As of 0.6.3, there are three more Melee Energy weapons in the game, quite strong too.

I suppose, since Overcharge is nowhere as good as it used to be, it's not so crazy to make a Melee Tech anymore...
 

Ormael

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Aug 27, 2015
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@Tacocat: You could look at Jim's OGER boss gdoc (but seems link for this not lead to correct gdoc so you could talk to Jim to show you how he write down weapon). Eventualy can ask someone else that made any weapon to give yyou tip/template how to write this type of items.

Thread about Uveto new toys is here: http://fenoxo.com/forum/index.php?/topic/188-uveto-weapons-submissions/

@VSG: Their in range of current some of melee ones from Myrellion like Taivra spear. Yet it got that brand new taste and one of it introduce new game mechanic (other one with fire dot isn't as shiny but definetly HOT ^^). Till I got reason to try them out would not have much firm opinion on them but I not deny their bring new possibilities for techs now (compared to good ol Shock Blade).
 
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VantagePoint

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Sep 1, 2015
164
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As of 0.6.3, there are three more Melee Energy weapons in the game, quite strong too.

I suppose, since Overcharge is nowhere as good as it used to be, it's not so crazy to make a Melee Tech anymore...
Both offensive skills for Tech Specialist suck.

Double Attack deals more damage than Overcharge, but Overcharge gives you a chance to stun for one or two turns.

Volley is just Double Attack, except it costs energy and has a chance to blind.

Atleast Mercenary has the highly damaging Deto Charge and range passives to play around with (Power Strike and Rapid Fire suck too though with double attack). Tech Specialist doesn't really have anything going for it right now.
 
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Couch

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Aug 26, 2015
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Pre-level 8, Overcharge is a pretty strong candidate for the best boss-slaying move in the game, as you can throw it over and over until the boss goes down without ever taking a turn.  It's hampered, of course, by Tech Specialists lacking an energy recovery move, and they still lack any kind of melee techniques.

It's been noted that all of the damage multiplier specials need to get a boost either at level 8 or at level 9 to match the increased damage potential of normal attacks.
 

VantagePoint

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Sep 1, 2015
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Pre-level 8, Overcharge is a pretty strong candidate for the best boss-slaying move in the game, as you can throw it over and over until the boss goes down without ever taking a turn.  It's hampered, of course, by Tech Specialists lacking an energy recovery move, and they still lack any kind of melee techniques.

It's been noted that all of the damage multiplier specials need to get a boost either at level 8 or at level 9 to match the increased damage potential of normal attacks.

I don't agree with Overcharge being the best boss slaying move, because you needed to get really lucky to get shots off consecutively and you only got 5 chances to use it, because as you mentioned, Tech Specialists have no energy recovery move (Myr Honey kind of negates the need for this, it's cheap and recovers almost as much as the Smuggler's one turn energy regain skill.)

Glad to hear skills will be buffed in the future, maybe I'll actually get some usage out of Power Strike on my Mercenary. 
 

Couch

Scientist
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Aug 26, 2015
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I've never seen Overcharge not connect having run at least ten different Tech Specialists and used Overcharge spam dozens of times on bosses.  If there's an accuracy check it's piss-easy to pass.

And there's no guarantee skills will be buffed, it's just been noted by the forumites that it should happen.  Savin reads the forums with some regularity, and indeed started the thread where it was discussed, Gedan seems to mostly read bug reports and General, and Fen only reads bits of the forum maybe a few times a week.  Guy's got stuff to do.
 
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VantagePoint

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Sep 1, 2015
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I've never seen Overcharge not connect having run at least ten different Tech Specialists and used Overcharge spam dozens of times on bosses.  If there's an accuracy check it's piss-easy to pass.

I mean getting the stun off.

The only enemies that really dodge now are Doctor Lash and Queen Taivra.
 
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VerySexyGrammar

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Aug 27, 2015
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I just don't like the uncertainty of not knowing if the extra attack will hit (since it's got reduced accuracy), so I still kinda like Overcharge; it gives me reliability on damage (150% instead of 100% or 200%) and the possibility of a Stun, but given that it costs energy while Double Attack doesn't, I realize it's probably weaker than regular attacks in the long run.

But like I said, the upside of Overcharge being kinda crap is that you can play a Melee Tech now, when before it would have been mostly unthinkable.

I do think Techs are a little weak. I mean, the +20% damage to Energy weapons doesn't compare to the Merc's +20% damage to Kinetic weapons, armor piercing and free +10% crit chance in the first place... I'll agree that once you consider that the Tech's active skills are all pretty bad or too situational, it just doesn't look good for them.

Ah well, game's still in alpha, it'd be abnormal for balance to be perfect. And we do get to make a couple interesting choices; even Techs get to choose between Attack Drones VS Shielding, which change combat style quite a lot. I love perks like that, simple to implement but that let you customize your character in a fun way, I'd like to see more like it.

I could see, like, a perk that gives your Smuggler character an Evasion and Tease bonus equal to your level if you don't wear armor, versus another perk (at that same level) which equally affects the way you gear up or play your character.

Game's still young, I'm anxious to see what can be done with its perk system.
 

VantagePoint

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Sep 1, 2015
164
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I just don't like the uncertainty of not knowing if the extra attack will hit (since it's got reduced accuracy), so I still kinda like Overcharge; it gives me reliability on damage (150% instead of 100% or 200%) and the possibility of a Stun, but given that it costs energy while Double Attack doesn't, I realize it's probably weaker than regular attacks in the long run.

But like I said, the upside of Overcharge being kinda crap is that you can play a Melee Tech now, when before it would have been mostly unthinkable.

I do think Techs are a little weak. I mean, the +20% damage to Energy weapons doesn't compare to the Merc's +20% damage to Kinetic weapons, armor piercing and free +10% crit chance in the first place... I'll agree that once you consider that the Tech's active skills are all pretty bad or too situational, it just doesn't look good for them.

Ah well, game's still in alpha, it'd be abnormal for balance to be perfect. And we do get to make a couple interesting choices; even Techs get to choose between Attack Drones VS Shielding, which change combat style quite a lot. I love perks like that, simple to implement but that let you customize your character in a fun way, I'd like to see more like it.

I could see, like, a perk that gives your Smuggler character an Evasion and Tease bonus equal to your level if you don't wear armor, versus another perk (at that same level) which equally affects the way you gear up or play your character.

Game's still young, I'm anxious to see what can be done with its perk system.

It still is unthinkable. Going by the description the game gives you about Tech Specialists, long range weapons are going to be their main combat option, so don't go running into Melee Tech Specialist and get mad because the future skills are for ranged weapons only.

Mercenary's Armor Pierce skill isn't all that good, but neither is Bloodthirsty, to be honest. I only took Armor Pierce because Mercenaries deal more damage with basic Ranged attacks than basic Melee attacks with the two ranged perks.
 
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VerySexyGrammar

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Aug 27, 2015
217
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It still is unthinkable. Going by the description the game gives you about Tech Specialists, long range weapons are going to be their main combat option, so don't go running into Melee Tech Specialist and get mad because the future skills are for ranged weapons only.

I don't know...

At some point, because of the level 3 perk, you had to be crazy not to go Ranged, that much is true. It was the only viable path for Tech Specs.

But with Second Shot, suddenly the level 3 perk is almost irrelevant, so Ranged lost its advantage. Additionally, there are now perks like +20% melee energy damage and Second Attack. It looks like considerable efforts are being made to make Melee Tech Specs a thing. Those last couple perks wouldn't exist if the class wasn't meant to have a viable melee path, would they?
 

VantagePoint

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Sep 1, 2015
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I don't know...

At some point, because of the level 3 perk, you had to be crazy not to go Ranged, that much is true. It was the only viable path for Tech Specs.

But with Second Shot, suddenly the level 3 perk is almost irrelevant, so Ranged lost its advantage. Additionally, there are now perks like +20% melee energy damage and Second Attack. It looks like considerable efforts are being made to make Melee Tech Specs a thing. Those last couple perks wouldn't exist if the class wasn't meant to have a viable melee path, would they?

I guess not?

I'm not sure what they're going for with Tech Specialist, to be perfectly honest...
 

VerySexyGrammar

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Aug 27, 2015
217
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It's indeed nebulous at the moment...

Perhaps it's because there are things being worked on that we just don't know about.

For example, the nerf to Tanis's [sic] Bow might look insane at first glance; a Myrellion weapon that has such low damage makes no sense. But if you know that it's eventually going to be a bow in Mhen'ga, allowing you to obtain it on the first planet, its stats suddenly make sense; it's a Mhen'ga weapon, not a Myrellion weapon.

For all we know, they've got all perks planned up to level 30 already (just not implemented because there is no content for characters of that level) and there are multiple, equally viable paths available for a level 30 Tech Spec.

That's probably an overly optimistic point of view, but the point is we just don't know enough at this point. Maybe they've got it all figured out.
 

Ormael

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Aug 27, 2015
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For what we know their not have actualy perks above lvl 8 (that was I think point of Savin thread on old forum for people throw idea for perks at them). Some of those perks was good ones and many was well enhancing current owned ones perks since someone stated about new lvl perks been less with new active specials for us to choose for use than making those we already have..."up to new tier of lvl's and enemies" as game progress. Also about lvl 8 perks it was noted than few lvl later we would get perk that make second attack without acc penalty making it actualy double atk (and note that even later we would get third fluffy atk like we got now 2nd at lvl 8 - so that would be much as Fen and Co though out about after lvl 8 perks unless as VSG said their got all written down and just sit silent about it making us think we got illusion of free will and decide/pitch ideas for perks).

For melee techs...well still their not vialable path for us. Range based one tech still way better with them most divided by lvl 2 perk choice (now it even more clear with having drone and +1(3)sp per lvl or +8(10)sp per lvl). Lvl 8 perk if picked may be first sign of melee techs becomdin more a thing (and now with those shield draining/fire dot melee energy weapons). Heck I think if some would pitch them idea of melee version of that gun from Saen quest it would make melee techs able to legally have 2 atk at lvl 8 ^^
 

DragonRanger

Well-Known Member
Aug 28, 2015
116
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Right now, the big thing with the Tanis Bow nerf is that as of right now and for who knows how long, it is essentially a Myrellion-tier weapon.  Savin is only about half-done with SyriQuest, which he says he'll work on after KaraQuest is done, which it still isn't.
 

VantagePoint

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Sep 1, 2015
164
31
Right now, the big thing with the Tanis Bow nerf is that as of right now and for who knows how long, it is essentially a Myrellion-tier weapon.  Savin is only about half-done with SyriQuest, which he says he'll work on after KaraQuest is done, which it still isn't.

Honestly, with the bow nerfs, ranged weapons are pretty "meh" at this point.
 

Ormael

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Aug 27, 2015
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Afaik Savin practicaly done writing part for KaraQuest priate base so it's matter of it been coded into game (evident since he already dropped few bits of info about it on wiki) so my bets is he could as well now working on SyriQuest. As for bows we not have only Tanis one ya know -_-' The one you need get at Myrelion to unlock it and the one (if some get lucky to beat easy Queen of the Deep) from deep caves bows are on Myrellion lvl in term of dmg (lust ones too). I not think SyriQuest would be bigger that KaraQuest so we could have maybe 3-4 weeks of waiting (anyway I blame that as humans we always complain on something). Come one people bows were adjusted to have some more realistic dmg their deal and many people are ready to move earth/heaven/hell cuz it mess up their fun of few shooting everything without lust dmg immunity. A little more perspective and less tartanum throw cuz of that. In a few weeks who would remember something like bows nerfs issue?