Ranged Class Full Concept
Hereās a full concept expanding on my previous post. I initially intended for each arrow to be locked on the skill but I adjusted it as Lolli42 and Dunstan suggested. I also added some stuff so that weāre not only using this system on arrows. Itās a long read.
Range Class
They are versatile fighters that utilizes a variety of tools to eliminate their enemies. Using a combination of fast, explosive attacks and incredible mobility, they can dance around their targets avoiding attacks while slowly whittling their targets down.
Weapon Types
Main Hand
Long Bow ā Slow Attack Speed, High Damage
Short Bow ā Fast Attack Speed, Low Damage
Cross Bow ā Medium Attack Speed, Medium Damage
Hand Cross Bow ā Medium Attack Speed, Low Damage, One handed.
Off Hand
Quiver ā Allows Use of Different Arrow Type
Pouch ā Allows Use of Different Throwable Type
Sheath ā Allows Use of Different High Speed Melee Weapon in addition to Ranged Attacks
Arrow & Throwable Mechanic - Each Arrow/Throwable type will be bound to a key. To use a skill in conjunction with the arrow/throwable, you need to hold the key and press the skill. If a skill cannot be used with an arrow/throwable, the skill will be used as is. You can only have 3 arrow/throwable bound.
Arrow Types
Explosive Arrows ā Explode on impact dealing damage in a large AoE around the target. High AoE Damage, Low Maximum Charge, Slow Recharge Rate.
Lightning Arrows ā Shocks on impact dealing lightning damage to nearby enemies. Medium AoE Damage, High Maximum Charge, Medium Recharge Rate.
Barbed Arrows - Reduce targets armor on hit. Stackable. High Single Target Damage, High Maximum Charge, Fast Recharge Rate.
Frost Arrow - Slows enemies hit and reduce their lightning resistance. Medium Damage, Medium Maximum Charge, High Recharge Rate
Throwable Types
Shrapnel Grenade - Shatters on hit sending piercing projectiles that cause bleeding in an AoE. Low Damage, Medium Damage over-time, Medium Maximum Charge, Medium Recharge Rate.
Caltrop - Leave multiple caltrops on the ground dealing slowing and dealing damage to enemies that pass over them. Medium Damage, Medium Crowd Control, Low Maximum Charge, Fast Recharge Rate.
Poisoned Dart - Poisons enemies on hit slowing them and dealing damage over time. Low Damage, Medium Damage over-time, Medium Crowd Control, Medium Maximum Charge, Medium Recharge Rate.
Bear Trap - Clamps on enemies that passes on top of it. High Single Target Damage, High Crowd Control, Low Maximum Charge, Medium Recharge Rate.
Melee Weapon Mechanic - In addition to specific effects on range, these weapons will change mode when targets are within melee range. (I think using the mouse cursor on PC to determine the range of your attacks would allow for better control, but I donāt know how console players will control this. Tap to change mode?) Each melee weapon will increase resource cos. Skills will have a relatively similar effect during melee mode.
Melee Weapons Types
Chakram-[Ranged] Deals Multiple Damage to enemies hit. [Melee] Hitās multiple times to a single target per attack. Medium Additional Resource, Medium Damage.
Rope Dagger - [Ranged] Gradually pull enemies towards you on Hit. [Melee] Pulls targets together. Medium Additional Resource Cost, Medium Damage, Medium Crowd Control.
Throwing Axe - [Ranged] Stagger on Hit. (Stagger cancels, attack/skill animation) [Melee] Stagger on hit. High Additional Resource Cost, High Damage, Low Crowd Control
Javelin-[Ranged] Knock back on hit. [Melee]Increase melee range, knock back on hit. Medium Additional Resource Cost, Medium Damage, Medium Crowd Control.
To make sure this is viable Iāll list some skills. However Iām going to try and limit this to 10 skills but I think there is room for a lot more.
Skills
Volley ā Shoots 5 Projectiles in a cone in front of you. [Melee] Deal Melee effect in a cone in front of you.
Rapid strike - Rapidly shoot 5 projectiles at your target. [Melee] Deal 5 consecutive melee attacks.
Ricochet - Attacks bounce to nearby enemies. [Melee] Trigger Ranged attack behind the enemy hit.
Pierce-Projectiles pierce through enemies. [Melee] Attacks hit enemies behind the first target hit.
Charged Attack - Channel attack to increase its damage.
Sentry - Drop a sentry that attacks the closest target. [Melee] Deal melee effect in an AoE around it.
Rain of Vengeance - Continuously deal damage on an AoE for a short period of time. [Melee] Deal Melee effect around you for a short period of time.
Evasive Attack - Jump backwards when attacking. [Melee] Jump sideways while attacking. (Keeping the enemy within melee range.)
Onslaught - Channeling. Use the available charges of your projectiles at a rapid rate. [Melee] Deal random melee attack around you. Melee attack trigger range attack behind the enemy hit.
Reactive Stance - Fire a projectile when hit to attacker for a certain duration. [Melee] Can react with ranged or melee attack.
Almost done. It could also be applied so that you have three additional inventory socket which are linked to the hot keys. A quiver, pouch, and sheath can be placed on each slot. But if this was the case, quivers, pouches and sheaths roll with random type. Eg. Bladed Arrow Quiver, Shrapnel Grenade Pouch. This way, youāre not locked into using arrows only or throwables only.
Lastly, is throwables an actual word? Couldnāt think of an alternative word.