Make the Sharpshooter arrow spawns scale with Craft Weapon and/or EFUSS Woodcrafting ranks

Started by Silvermoon Dervish, November 26, 2017, 04:39:36 PM

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Silvermoon Dervish

Hello. I've been playing a Fighter with the Sharpshooter perk lately, and I can't help but notice that the special ammo spawns per rest are a bit meager in quantity. As fun as playing an archer has been, there are times when I'm left wondering whether I really want to spend those 9 ice arrows to take out a high AC orog and potentially only hit 2 or 3, or waste those 3 one dispel a hit arrows to take away a meager number of enchantments from a fully buffed monster PC out for my blood. I feel this is one area the background could use a buff in, especially as, to my knowledge, Greater Magic Weapon is still useless when cast on bows, and as its stands it's pure chance that you will recoup your lost ammunition on account of it being randomly produced. That I know of, the Craft Weapon skill and Woodcrafting EFUSS do not have a coded use yet. Perhaps taking ranks in these skills could be linked to the perk, so as to increase the number/quality of the special ammo types?  And the equivalent for the Marksman perk ofc.

Captain Black Sparrow

I am pretty certain the Sharpshooter Perk is extremely strong, as is a fighter with a longbow. So, in my honest opinion this is the last thing they need, a buff.

Silvermoon Dervish

Quote from: Captain Black Sparrow;n685683I am pretty certain the Sharpshooter Perk is extremely strong, as is a fighter with a longbow..
Please elaborate?

Captain Black Sparrow

Well, seeing as how they have high ab, 3 APR w/o haste, high HP, medium damage, high with crit, with a long range weapon that now can hit through blur..... Why else would they need 99 1d6 negative energy arrows every rest.... I think they are just fine as is.

Talir

Woodcrafting skills giving a certain amount of specific additional arrows could be cool. This would be fluff more than a tweak, because it is strong enough as is, and you having an uncomfortable choice on when to use the arrows are intended.

Nice suggestion.

Silvermoon Dervish

Quote from: Captain Black Sparrow;n685691Well, seeing as how they have high ab, 3 APR w/o haste, high HP, medium damage, high with crit, with a long range weapon that now can hit through blur..... Why else would they need 99 1d6 negative energy arrows every rest.... I think they are just fine as is.
I don't see where I suggested such a rate of spawns, or how this implies a buff rather than a tweak, or how these unmatched virtues have not resulted in swathes of Sharpshooters crushing everything in their path. I am not opposed to lessened spawn rates before a certain number of ranks in skills are taken, and a minor improvement after. This is after all an investment and a character building choice in lieu of other advantages.