OK, the replenish is logic defying I agree. By not consuming chance, at least you can argue that you boomerang the throw weapon. But again, without the replenish, there should always be a way to reach 100% chance not to consume.
For javelin and arrow, I propose another solution, if you walk through slain monsters, you have a chance to recover javelins and arrows. Very logical even in real life right? It’s still miles better than having to click on the ground for the arrows that just drop. Similarly, it should have a way to reach 100% chance to recover. A good way is to implement it into the critical strike skill.
But again, dev needs to fix it so that shift right click arrow at shop should replenish arrows.
Bowazone already has Javelin Lightning Fury and various options. If there is a genocide (multi-attack) from afar and the Mana cost is also cheap, this is a problem. Paladin and casting skills are magic, but arrows are physical attacks. I think that the problem of mana shortage can be sufficiently covered with a setting that uses multi-shot and rapid fire together and sucks life & mana.
We don’t have durability on our bows because we don’t have ethereal bows. If they keep bows from becoming ethereal then it’s no different than it is now, only we don’t have to hope we don’t run out of the ability to even fight mid-fight like we do now. Not everything has to have a poison pill attached to it.
I’m assuming you’re using a freezing arrow build? For pure freezing arrow, use silk weaves. For hybrid, leech back mana using multishot, magic arrow, etc. I currently have no mana problems with my Frostmaiden, even with base energy and using insight on Merc instead of infinity.
Not really. I’m using 3/20 gloves that I got for Gul.
You can set your ammo to display on the skill icon. With 500 arrows, and easy availability, you shouldn’t be running out unless you aren’t paying attention.
The entire point of removing the ammo is to not have to deal with this annoyance. It isn’t enjoyable to have to bring combat to a screeching halt because you’re suddenly low on ammo in a long drawn out fight. Not even durability does this in most cases (it takes a looooooong time for durability to go down outside of thrown weapons). And I’ve had plenty of times where arrows didn’t drop for extended periods, forcing me to go back to town.
This isn’t the kind of flavor players enjoy and we’ve been saying so for twenty years now. That lesson was learned (relatively) quickly in World of Warcraft.
So a weapon throw type replenish mechanic could be added as a passive and magic ability. Arrow replenish if you will, where it could be tied to like critical strike. So in addition to gaining crit chance, much like weapon throw mastery, you gain the chance to not consume or replenish your quiver.
I would be ok with something like that, It would need careful consideration of what to tie the ability to though, as penetrate could also be used with the same mechanic as for mentioned in my previous paragraph.
If they are split though, like you need both penetrate for replenish, and then critical strike for not consuming arrow. It would favor bow zonz, but it might also kill a portion of builds who try to dump more points into dodge/evade/avoid.
It’s a blessing and a curse if tied to 2 different skills, where if it were tied to 1, it could be deemed over powered. I don’t have enough knowledge to really have an educated opinion on which way they should go.
If it is tied to both, however, and if you notice a difference with wearing like torch/anni and a few plus to skills gear, then I don’t see an issue. Where significant increases could have a huge impact if you specialize in it with detriment to your dodge/avoid/evade skills.