New bow: Spread bow (Winged Tempest)

New bow: Spread bow (Winged Tempest) https://forum.arcaneodyssey.dev/uploads/default/original/3X/5/4/54e54e8825a344d05b57e989f3ffef00574c7666.png
effort 5.0 2 quality 3.5 2 reasonability 0.0 0

This may be a bit long so please read to the end, thanks.

Why a bow?
This is a rare bow that aims to make bows a viable weapon in combat where as now they are only used to spam arrow rain off cooldown (even that isn’t very effective if some just dashes or blocks).

What element is the bow and where can I obtain it?
This bow is a wind/gale element and can be obtained through some sort of sky island content. This bow is not a new weapon type but instead a rare only variant to traditional bows.

Wind/Gale energy bar:
This is an important addition in order to add a way to balance this weapon. The bar will fill up when normal attacks and the abilities of the bow (except the 4th ability) are used and also when they hit an enemy. More energy will be filled up when an ability hits a target as opposed to just being used.

The more energy the user has built up the more damage their attacks will deal capped at 100 energy. This is important for the final ability. Energy is lost on death and must be refilled, also energy doesn’t passively drain as long as the player stays alive.

When a user has 100 energy the player or bow will emit a wind/gale aura that displays this to the enemy as a warning.

If unnecessary then this bar can be removed

Abilities:
The wind/gale element is very important in order for the some of the abilities to make sense.

Normal attack: spread shot
The bow will shoot multiple arrows in a horizontal spread ahead of the player (like a semi circle). This attack will apply weak knock back. This attack will have an arc shaped trajectory which will drop off after a specific distance. This trajectory is important for balancing the attack and adding a layer of required skill. This attack will also have a slightly longer cooldown compared to traditional bows for balancing concerns.

image

The amount of arrows shot can be selected from a choice of 3 and 5 where the more arrows will result in more aoe but less damage and weaker knockback and vice versa.

Ability one: Swift retreat
The user shoots a spread of 7 arrows ahead of them in a horizontal line (similar to the normal attack). Using the force of the wind generated by the bow the player will immediately do a big back step after the arrows are shot. This attack will have a short range so that it can only be used to create a gap.

image

Swift retreat can be used mid air

Ability two: Continuous arrow rain
This ability is arrow rain but the player can select up to 3 (maybe max 2) locations to shoot the attack. Each attack will only appear after the last attack has completed and the player can move in between any of the arrow rain attacks in order to cancel the next one. This ability will have a long cooldown and there will be enough time in-between arrow rains to react.

Ability three: Arrow lift
The user shoots 3 arrows directly below them aiming downward. The force of the wind pushes the player upwards essentially acting as an air jump. This will also count towards the air movement limit.

image

This can be used on the ground and mid air.

Ability Four: Ultimate art - Requiem of the Tempest
This ability consumed 100 energy and cannot be casted without it.

The user harvests a large portion of the gale/wind stored in the bow to converge all the arrows into a singular large arrow formed purely of unstable gale/wind energy. After a second the arrow is launched at blistering speed and the user is knocked back. Upon impact (or a specific distance travelled) the unstable arrow unleashes a massive vortex that sucks in anyone within its aoe. Then a second or two the vortex collapse in on itself and explodes causing the enemy to launched away taking another instance of damage.

Below is a series of drawings showcasing the skill:

image

image

image

image

After unleashing this attack the bow cannot be used again for a short time due to the sheer amount of power released. The attack will have enough end lag so that the person trapped within the vortex cannot be combo’d to an unfair degree. This is inevitable in group pvp though.

Energy additions if this feature is taken into account:
Landing hits will double the initial energy gained for all instances

Normal attack: 5 energy gain
Ability one: Swift retreat - 10 energy gain
Ability two: continuous arrow rain - 10 energy loss per cast
Ability three: Air lift - 10 energy gain
Ability Four: Ultimate art - Requiem of the storm: 100 energy loss

An interesting weapon idea.
The Energy mechanic seems a bit complicated to me, but it’s not much of an issue.
Having the energy not decay for any reason other than the user dying seems like it’s a bit much, though, seeing as someone using this bow could, in theory, just jump at someone, and unleash the Ultimate Art out of nowhere.

Well regarding jjsut jumping out with an ultimate art this would be the case if no energy bar was introduced anyways. This is mostly to prevent using the bow as an ultimate spam weapon off cooldown and actually make the player utilise the bow in order to use the ult.

That’s fair.
Maybe the energy should decay when the bow is not selected, to support the “actually use, rather than only using it for the ultimate art (and to recharge it between battles)” thing?
I figure a bunch of people would just keep a fully charged bow in one of their slots, only to pull it out for a finisher, otherwise.

The bow itself is a fine idea, and fairly cool. Having an m1 and abilities that fire multiples arrows is quite uniaue. The wind bar is like thermo fist, in that it forces you into constantly using a weapon and doesn’t synergize with other things. That’s the main issue with thermo fist on beserker, and I think that will be a main issue with this weapon. Players will either constantly use the bow to have actual damage and usefulness or they will not use the weapon (unequip it).

Despite that, I think if you changed the wind bar or removed it then this bow would still be useful, perhaps as a mobility or chip damage tool. But this bow also has arrow rain and this version of arrow rain has even more area denial, so this bow might just be used like all the others (thereby defeating your reason for adding this weapon).

This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.