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[✓] [Magic Invention] Druidic Armaments: The Woadbow and Wild Munitions

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Edited to clarify charged munitions cannot be gathered on a failed shot.

Edited to add Red Line reinforcing description for Crone's Cackle.

 

Edited to add Red Line clarifying what happens if the firing process is interrupted post-priming.

 

Removed:

" If an enemy is invisible or obscured, but still corporeal, their forms will become visible in the affected radius. Once they leave it, they return to their previous state of obfuscation. "

from Red Lines for Crone's Cackle.

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35 minutes ago, Harvest said:

Edited to clarify charged munitions cannot be gathered on a failed shot.

 

understandable change, makes sense that it would lose the infusion put into the munition as if it were a failed cast

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The lore is pretty cool. I am a little iffy on making it restricted knowledge since I think druidism has more than enough restricted things/feats/nondescript hoops to jump through but if people want it I guess it does not matter that much.

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1 hour ago, ClassyDryad said:

The lore is pretty cool. I am a little iffy on making it restricted knowledge since I think druidism has more than enough restricted things/feats/nondescript hoops to jump through but if people want it I guess it does not matter that much.

 

In my opinion, if something like a heat/chemical treated wood is kept behind lock and key, and doesn't require ST signature, then an invention to this degree of functionality should certainly be behind a similar barrier. The intention is to still let it be spread with relative ease, without it being a magically innate understanding. I see where you're coming from though!

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A lot of cool additions and changes to the current lore, I like it a lot.
I am sad about the removal of the short/recurve bow with longbow properties part of the lore and the new minimum height cap it imposes. But I am also heavily biased about such as one of the people utilizing the current lore with a character that is below this new height cap.

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This looks pretty cool! (And I say that with like 0% knowledge of what the heck druids do, so to a druid it will hopefully seem even cooler!)

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This seems very underpowered, perhaps lower the emote cost. For example, 5 emotes to fire a shot that stuns for 2 turns OR 3 emotes for a potion that paralyzes for 2+ iirc (Cockatrice Breath) OR 2 emotes for a bola. You can throw 2.5 bolas in the same time as one shot with more or less the same effect.

Most CRP encounters (besides massive events) end in 10 emotes or less, the fight is more or less decided by the time you can loose one shot (that will be *dodged). 3 emotes for a bow was already agonizingly slow, 4 emotes is downright painful, 5 emotes is borderline unplayable.

For further consideration, I can throw something at you and still have time to leave CRP entirely. Or I can move 40 blocks. Or I can entirely expend boomsteel uses. Or I can reset your emotes with a random rock I find on the ground, and with enough rocks stunlock. (Each of these options resetting you to 1/5)

Other than balancing, I like the concept of archery getting something to make it more interesting and fun, I can only hope normal people will get something eventually as well. I say this all because I know the pain of being an archer and want this to not be entirely outclassed into pointlessness.
It used to be that woad bows took 1 emote more than other bows but gained massive railgun penetration for it.
Very good formatting on this btw, very pretty.

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the height requirement will lock out quite a bit of the playerbase, imagine if voidal mages couldnt take up earth evo if they were above 4.10 in height, or templars couldnt do dauntless charge if they were elves.

 

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49 minutes ago, Wulfric said:

the height requirement will lock out quite a bit of the playerbase, imagine if voidal mages couldnt take up earth evo if they were above 4.10 in height, or templars couldnt do dauntless charge if they were elves.

My defense remains that a longbow has a hard unit of measurement and isn't a term relative to the character's height. Since this rewrite doesn't change the power of the shot itself, it didn't seem appropriate to let characters have something they physically could not fire.

 

To be very clear, I'm not the biggest fan of it myself, but I didn't want to simultaneously give us bows of longbow power at any size in addition to Munitions. If that's something ST thinks is possible, I would love to amend that part of the piece.
 

1 hour ago, ichigomaster98 said:

This seems very underpowered,

The current iteration only lets us switch it into having longbow penetration/range at a total of [4] emotes. This isn't meant to be overpowered by any means, and in trying to touch Woadbow lore, I'm dancing with having to appeal to a team that historically denies much of anything making Druids offensive.

 

I also designed these with group fights in mind as that's the situation I most often find Druids in. It's meant to provide more utility for the casting line, not be a primary weapon for mid-range/melee. 

 

As with above, I agree with you, but I'm trying to meet the team somewhere in the middle.

 

1 hour ago, ichigomaster98 said:

gained massive railgun penetration for it.

This was a problem, and so it was rewritten into the (in my opinion) useless state it's in now. I didn't want to try the same thing twice. (thank u for the compliment C:)

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oh boy more lore!

 

On 11/3/2025 at 3:12 PM, Harvest said:

Exposure to Azdrazi and Voidal fire will cause the bow to catch ablaze. Below [T3] in either of these, the bow would take [3] emotes of continuous exposure to be reduced to ash. Above [T3] in either this count is reduced to [2].

 

This redline is a bit redundant - Azdrazi fire is always T5. Simpler to just say when exposed to below T3 voidal fire and t3+ voidal fire  & drazi fire but really just a nothingburger

 

On 11/3/2025 at 3:12 PM, Harvest said:

USAGE

 

Woadbows act as a ‘primer’ for Wild Munitions used in combination with it. This is done by the Druid casting surge throughout it. The creation process facilitates the rapid and lossless transfer of this energy into the Munition, whose ‘fuse’, for lack of better terms, is lit by the Surge. Mechanically, the Woadbow functions equivalent to a longbow, as described in the techlock. 

 

MUNDANE

[1] Steady the Woadbow.

[2] Nock the Arrow

[3] Raise the bow and draw.

[4] Aim and release projectile.

CHARGED

[1] Steady the Woadbow.

[2] Nock Wild Munition.

[3] ‘Prime’ the Woadbow/Wild Munition with Surge

[4] Raise and Draw.

[5] Aim and Release.

RED LINES

 

Each Charged shot adds [1] counter to the Druidic Exhaustion table.

A charged munition cannot be ‘held’. If the user were to neglect firing the weapon on emote [5] of the Charged process, the arrow would instead produce a ‘ricochet’ effect, wherein the user becomes the target of its effects in the next round of combat.

If the Munition is Primed but the firing process is interrupted, the Munition would revert back to its idle state.

 

Any character shorter than 4’10” would not be able to draw the Woadbow properly.

 

This section alones kills any non-event useage of this item. Currently as I read it, Woadbows give the ability to get a shortbow up to longbow power when you need it. This guts that function, taking a longbow [which, sure, can get to 3 emotes with sustained use but cmon who has 7 emotes to fire 2 shots when your getting clobbered by an orc for all 7 :3] and then ADDING 1 emote [now 4 emotes per sustained shot after the first] for whatever "priming is" [whatever that is] or for a mention, which is so strong that your stepping into glass cannon territory. 

 

I genuinely think you'd be better off adding munition functionality into current woadbow function as an alterative use of that surging emote rather then upping it to longbow. None of your arrows seem to rely on actually piercing armor to have effect and so long as you don't get to keep your shorter firing speed [i.e using that surging emote should always add a +1]  it seems fair

 

The height requirement is stupid. I do not think magic lore is the place to get high and mighty about how being taller matters, actually. You can just state races like musins cannot use woadbows given their extremely small size, but a straight heightlock is absurd in a place where ranges are given for restrictions. I'm pretty sure no mod has told a player off for using a longbow as a dwarf or halfing, and never will.

 

On 11/3/2025 at 3:12 PM, Harvest said:

A Druid may only make one batch of a single type of Wild Munition per [1] OOC day. 

I don't think you should do batches, but at most 3 arrows per day and some longer cd, maybe 6 per week. These arrows are so grossly strong for a playersigned item that I cannot think of any justification in their current state why a druid should be able to produce 21 to 7 of these per week.

 

On 11/3/2025 at 3:12 PM, Harvest said:

FATHER’S FEROCITY [BATCHES OF THREE]

In the pursuit of threats to the Balance, Ancient Druii developed the means to bind them at a distance. After being primed, mid-flight the munition will split in two - then binding around the ankles or wrists of an opponent. Much like with Ensnare, this restraint may be broken in [2] emotes focusing solely on escape.

 

The munition is non-discriminant, meaning if an ally steps between the user and their target, it cannot be cancelled. 

The munition is not tipped by an arrowhead, therefore being incapable of puncturing opponents if fired without priming.

 

This can only bind the ankles or wrists together. No choking people out with this.

If an opponent has more than one set of limbs, the munition may only target one pair of ankles or wrists.

 

Over the course of [2] emotes, the target may break these apart. Assistance may be provided to reduce this count by [1]

Voidal or Azdrazi fire of [T3] or higher can burn the restraints in [1] emote.

 

Again, stupidly good for playersigned items. This indefinitely, until dealt with, restrains a targets arms/legs/pair with an initial range of 48 blocks and then an indefinite range of sustainment. 5 Emotes does not justify that kinda indefinite problem, as all it takes is 2 people - 1 woadbow druid and 1 melee guy - to effectively stunlock anyone into a cycle where they cannot untie their limbs, and cannot effectively fight or flee because of said tied limbs.

 

On 11/3/2025 at 3:12 PM, Harvest said:

MOTHER’S MISERY [BATCHES OF TWO]

Zealotry and wrath were paramount in the creation of this Munition. Meant to wound an opponent beyond the means of mundane treatment, if this Munition finds its target, over the course of [4] emotes it will take root in their flesh. The victim may expend [1] emote focusing solely on removing the arrow before this time elapses to remove it.

 

For the [4] emote duration of the Munition’s growth, any process requiring concentration is impeded. This is an agonizing experience and should be roleplayed as such.

The victim may choose to expend [1] emote focusing solely on removing the arrow to prevent it from rooting fully in their flesh. However, if [4] emotes elapses unimpeded, the arrow may only be removed through surgical means.

The munition may not be removed through the use of Ungrowth.

The wound left behind is significant, but while the arrow is rooted, bleeding is limited. This is not meant to be a one shot hemorrhage. 

 

I think this timer is backwards - ANY process requiring concentration includes anything short of swinging at someone in melee. To put that in comparison, voidstalkers have a similar ability with a max range of 20 blocks, 3 emote cast, has a duration of 1 emote, and can only be utilized once per target per enocunter.  This is a playersigned muntion that can basically be spammed every 5/4 emotes over and over at a single target or multiple. 

 

It should be a 4 emote buildup, where after the concentration disruption begins. Equally, why cant druidic/magical/alchemical healing fix this? Why only surgery? The justification for that feels flimsy at best and more close to non-existent for why this is such a bad injury beyond "it just is"

 

On 11/3/2025 at 3:12 PM, Harvest said:

CRONE’S CACKLE [BATCHES OF ONE | REQUIRES HERBLORE]

This Munition is a peculiar one, requiring the crafting Druid to have experience in the alteration of herbs and reagents through Herblore. A Druid is to grow a spore-spreading plant over the Munition’s rounded head. Throughout the Infusion process, the spores are modified to produce a noxious effect. After being fired, and upon making contact with a solid surface, the ‘arrowhead’ bursts to produce a smoke-like cloud causing the symptoms of tear gas in a [3x3] radius which lasts for [2] turns.

 

The Munition cannot detonate on any liquid surface.

As with previous munitions, if it’s not first ‘Primed’ by the Woadbow, it acts entirely mundane. If the ‘arrowhead’ is broken, the spores become mundane, and do not release in any notable radius.

Victims of the spores are still able to fight at a significant disadvantage. However, they cannot concentrate on the casting of spells and their sight is hindered.

After [2] turns elapses, the spores settle into a mundane state and become harmless.

If an enemy is invisible or obscured, but still corporeal, their forms will become visible in the affected radius. Once they leave it, they return to their previous state of obfuscation. 

The Druid must possess a valid Herblore FA and know Alter Flora in order to create this munition.

 

This feels very similar to the Mother's Misery ammo type, except instead of screwing over one particular guy your now screwing over a 3x3 radius. Again, to re-state, voidstalkers can only use a similar ability at limited range, with a extremely visible tell, once per target per encounter and this can just be shot out again and again.

 

Why can't these detonate on a liquid surface? What's the intent behind this? What is a "significant disadvantage" in regards to fighting in these? What does it mechanically mean to have your sight "hindered"? The handwaving of these things feels like a giant oversight.

 

This should not psuedo-disconnect mages by preventing "concentration" - if this acted as a LoS barrier sure, I can see the theme consistently here. I could take the inability to accurately fire spells or something, but you've basically made 2 anti-mage munitions, 1 for single targets and 1 for aoes. I get you think druids are supposed to hate and abhor anything that isn't helping nature [ per your purpose statement ] but giving yourself a munition you can craft 2 to 1 of per day as a playersigned item that hardcounters the root of their entire combat functionality is just extreme. 

 

The invisibility breaking part is bonkers - your telling me a druid who hypes up a plant and then shoots it at somewhere ™️ is somehow able to undo the whole invisibility think vaseek has going on? What is the justification for that? No matter how you spin it, someone just "happening" to fire a invisibility revealing cloud near an invisible person is a god awful interaction for any ST to look at, or anyone on either side to engage with. 

 

I think this is trying to do too much and tries to justify such by being a glass cannon of a thing. Frankly, a normal longbow would be a better weapon to use against the so-proclaimed enemies of darkspawn then this given its faster to use, playersigned/easily remade, and goes through all classes of armor. 

 

It's just too strong for the ease of creation [4 emotes and 1-3 super arrows once per day] and so grossly overpowered.

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36 minutes ago, PrimnyaQuorum said:

This redline is a bit redundant - Azdrazi fire is always T5. Simpler to just say when exposed to below T3 voidal fire and t3+ voidal fire  & drazi fire but really just a nothingburger

Fair enough, this comes from a lack of full familiarity with Azdrazi lore on my end. I can fix it, thank you!

 

36 minutes ago, PrimnyaQuorum said:

I genuinely think you'd be better off adding munition functionality into current woadbow function as an alterative use of that surging emote rather then upping it to longbow.

The issue is that the current write for Woadbows should not function under our lore in Communion & Control. I would be better off adding back the shortbow/longbow functionality to this piece instead.
 

36 minutes ago, PrimnyaQuorum said:

Again, stupidly good for playersigned items. This indefinitely, until dealt with, restrains a targets arms/legs/pair of limbs at up to 48 blocks.

I don't see how being able to break out of them in two emotes is 'indefinite'. I reduced the emote count from the Ensnare spell described in the Communion & Control post - just trying to follow standards where they exist.

 

36 minutes ago, PrimnyaQuorum said:

It should be a 4 emote buildup, where after the concentration disruption begins. Equally, why cant druidic/magical/alchemical healing fix this? Why only surgery? The justification for that feels flimsy at best and more close to non-existent for why this is such a bad injury beyond "it just is"

This doesn't make sense to me, personally. Why would it be during the process that a plant is growing into your flesh that it's easier to concentrate on casting than when it's taken root and stopped moving, at least? I guess, in my mind, tendrils spreading throughout the muscle would require surgery to be removed, and since it's dead plant matter, it just can't be the subject of Ungrowth.

 

36 minutes ago, PrimnyaQuorum said:

This feels very similar to the Mother's Misery ammo type, except instead of screwing over one particular guy your now screwing over a 3x3 radius. Again, to re-state, voidstalkers can only use a similar ability at limited range, with a extremely visible tell, once per target per encounter and this can just be shot out again and again.

It's made at a reduced batch cost (which I know you disagree with), but I think you're leaving out the fact that any of these Munitions require us to be completely unable to use our magic for an entire day. That includes using woadbows. It'd be disabling ourselves from anything but mundane fighting for that entire period of time.

 

On the topic of batches, I guess I struggle to understand what you'd propose as a fix. If I can produce three of any ammo type, then I could produce three of this admittedly potent munition every single time. Then you're bloating its production rate in comparison to the others. I thought, personally, that it's pretty fair to have to simply walk three blocks in one direction to resume casting. Potions already produce this effect at a lower emote cost.

 

36 minutes ago, PrimnyaQuorum said:

The invisibility breaking part is bonkers - your telling me a druid who hypes up a plant and then shoots it at somewhere 2122.png is somehow able to undo the whole invisibility think vaseek has going on?

This is just a fair, honestly. I may make one more edit, because this was something added in last minute.

 

36 minutes ago, PrimnyaQuorum said:

Frankly, a normal longbow would be a better weapon to use against the so-proclaimed enemies of darkspawn then this given its faster to use, playersigned/easily remade, and goes through all classes of armor. 

That's why it can still function as a longbow. It feels like you have the idea of it being utterly useless and absolutely broken at the same time.

 

There were a lot of points throughout your reply that you made the point that I was "hand-waving" certain things. The truth of it is that I don't feel like over-complicating a magical invention by defining what "significant disadvantage" precisely means, or "having your sight hindered". It's tear gas. I can't say how that's going to effect every single CA on the server, and I don't feel like I'm the one who should have to make that call. That could be a bad mentality to have, though, I'll admit.

 

I do really appreciate your feedback though, you raised a lot of good points that hadn't been made to me before posting. This is my first lore submission so I'll be more critical of things in the future. (:

 

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I will say firstly, I love the premise of this. Druidism is incredibly difficult to use against dark CA's, even in large groups, because we have... really only 2 combat spells. And while, yes, ST can argue that druidism is not meant to be a combat magic, no one can deny that most Dark CAs are quite literally enemies of the aspects and of nature. It's rped out. I'm pretty sure it's in the lore. And yet they expect us to fight with... mundane weapons against undead that can explode and horribly maim groups of characters in 3? to 5? emotes? and olog strength creatures that attack in hoards. It took 10 of us to take down a single armored Azdrazi(?) played by a staff member on Kaldur. Even with the new rewrite (which thank god for that, cause now we can actually cast spells in combat regardless of their general effectiveness or not) druidism is generally useless in combat in events except as a support magic, which is relatively speaking what it's meant to be.

Which is allllllso why I have my concerns about the emote counts for this armament. Generally speaking, anything that takes 4 emotes or longer in CRP is usually going to fail and be utterly uselessIn the span of four emotes, an unarmored person can run and attack to stop an arrow from being shot over the span of 28 blocks. (8 sprinting, 8 sprinting, 8 sprinting, 4 movement and 1 attack). That's four emotes. Not five. Not to mention they can just hide somewhere in the environment after chucking a potion at you which will do more damage than your bow-shots (depending on the potion) before you can even aim. One truly has to be in an event - where bows and arrows are usually ignored anyways - or on an already winning team to be able to simply use a longbow. Considering none of these armaments are 1-shot-kills-all, not to mention how long it takes to get druidism, and blight healing, and the fact that this will be locked knowledge, I fear that these bows are never going to be used with the current emote count. 

It will, I suspect as it is, act as the original druid lore did: wherein one spends an hour and a half getting out 5 emotes to cast the spell only for it to be dodged, ignored, or interrupted on the last emote. I will never forget the hour and a half I spent having a tree pick up a boulder (when we could still do that) over the course of 5 emotes to fling at some large creature, only for the ST to ignore it even while non-druid folks in OOC were telling them 'hey. shouldn't that do something to help us??'. It's not fun. The spells never see use. And when they do see use, they don't actually do anything because x cause y to miss due to z reason. 

I recommend not shooting oneself in the foot before ST even read this (pun intended). Try the submission with the shortbow, or a combination of shortbow/longbow. Or do something else to lower the emote counts by at least one count for both types of usages, if not two counts if you're feeling lucky due to the lack of ability to one-shot-kill. This lore is awesome, but not practical for use, and I would hate to see it all go to waste and shoved off in a cobwebs corner for another retry in 2 years.

 

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My only suggestion based on reading it twice and not minding the general druidic playerbase- Make the munitions combat locked. Have the decision be in the combat and not based on how many arrows the druids to have been trusted to not cheat on their creation to have in their inventory. Bow houses three different kinds of parasyte plants, empowering one (creating the arrows for that combat) weakens the other plants to the point that they can't be used (from that druid's bow)

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9 hours ago, Harvest said:

I don't see how being able to break out of them in two emotes is 'indefinite'. I reduced the emote count from the Ensnare spell described in the Communion & Control post - just trying to follow standards where they exist.

It's moreso that you do not describe in anyway that at some point, the ensnare will just cease to be; this implies that unless the 2 emotes are taken, the snare will simply remain indefinitely. The snare should have a maximum duration of less than that of the normal spell.

 

9 hours ago, Harvest said:

This doesn't make sense to me, personally. Why would it be during the process that a plant is growing into your flesh that it's easier to concentrate on casting than when it's taken root and stopped moving, at least? I guess, in my mind, tendrils spreading throughout the muscle would require surgery to be removed, and since it's dead plant matter, it just can't be the subject of Ungrowth.

 

It's less about the sense and more about mechanical impact - again, for a playersigned object, this is doing an incredible amount of utility. Equally, considering that in some way the enchantment requires druidic energies to function, those same energies should be able to undo the burrowing at any point - otherwise, there is nothing really keeping a dead plant in the wound like you describe as securely as its made out to be. 

9 hours ago, Harvest said:

It's made at a reduced batch cost (which I know you disagree with), but I think you're leaving out the fact that any of these Munitions require us to be completely unable to use our magic for an entire day. That includes using woadbows. It'd be disabling ourselves from anything but mundane fighting for that entire period of time.

 

I think frankly this is just bad C&C lore but thats neither here nor there. The general issue is that all 3 arrows are so wildly strong for a playersigned item, we're again walking into a glass cannon - sure, you can't use any of your 4 combative spells and might have to resort to the concealed carry thanium bomb, but thats not really a downside - C&C goes out of its way to make a comment that it presumes few, if any, combat spells will be used from C&C by druids. Removing your ability to use these for a day is already accounted for by the lore and thus not really of consequence. Simply, arrow production needs to be more stringent, and rare.

 

9 hours ago, Harvest said:

On the topic of batches, I guess I struggle to understand what you'd propose as a fix. If I can produce three of any ammo type, then I could produce three of this admittedly potent munition every single time. Then you're bloating its production rate in comparison to the others. I thought, personally, that it's pretty fair to have to simply walk three blocks in one direction to resume casting. Potions already produce this effect at a lower emote cost.

There can be an argument made if a potion does it, what value is there in a druidic 5 emote arrow version but I lean more towards the side of lore variety over uniqueness. My primary concern is you dont seem to understand that disrupting concentration is disconnection for a vast majority of LoTC magics, save azdrazi and rakaal subtype zarei. This is not pausing spellcasting but fundamentally breaking connection for a majority of spellcasters, which is horrifically unbalanced to produce in a 3x3 area. Alchemy potions are limited by their range, duration, and general counterability - your lore doesnt specify if it bypasses or is stopped by typical means of countering [Heathy Body, Air Respirator, not needing to breath (Undead)/see (Seer, Necro Modifications), etc] and then just disconnects basically everyone except a decently rare CA [despite the many raids, we only really have 2-3 active rakaal] and Azdrazi [asioth]. Again, my main concern is this is doing way too much for what it takes to make.

 

9 hours ago, Harvest said:

This is just a fair, honestly. I may make one more edit, because this was something added in last minute.

 

Invisibility in LoTC is such a rare and niche mechanic its not worth interacting with - most people dont like to interact with it outside of people who OOCly enjoy such narrative devices and half of all invisibly spells is incorpeality, which negates the whole point.

 

9 hours ago, Harvest said:

That's why it can still function as a longbow. It feels like you have the idea of it being utterly useless and absolutely broken at the same time.

 

It's a glass cannon - its both useless and broken. 

Sure, you can melt it by having a mage or naz look at it funny, and it takes 5 emotes to work - most people agree this will basically make this item and its arrows useless in most encounters. However, in the rare event a druid does get a shot off, that shot will effectively turn the fight alone with the effects of a singular arrow, of any type. 

 

9 hours ago, Harvest said:

There were a lot of points throughout your reply that you made the point that I was "hand-waving" certain things. The truth of it is that I don't feel like over-complicating a magical invention by defining what "significant disadvantage" precisely means, or "having your sight hindered". It's tear gas. I can't say how that's going to effect every single CA on the server, and I don't feel like I'm the one who should have to make that call. That could be a bad mentality to have, though, I'll admit.

 

When lore is vague, its often the responsibility of the person using the lore to clarify. This is, historically, a bad idea - a druid using this bow obviously wants it to have a large impact, so sight hindered will be closer to total obscurement/blindness and significantly disadvantaged will more likely mean "you dont do shit against me". With this specific arrow type, in example, the whole point of writing lore for it is to clarify exactly what it does if its the intended effect. If its not, thats when I'd expect and accept a hand-waving of effects. Lector Tear Gas, [ST signed] is nowhere near as strong as this arrow [playersigned] as even that -with it being literal tear gas - only prevents spell charging, not disconnection outright. Also something I missed on the first pass, does the effect end when someone leaves the cloud or does it persists? 

 

In general you don't need to be crazy like me and know all the little niche interactions, but you need to make a effort to understand the lore you intend to have a primary impact on. Woadbows will not be a place where new standards and precedent is set, but it should fit neatly alongside current interactions/

 

9 hours ago, Harvest said:

I do really appreciate your feedback though, you raised a lot of good points that hadn't been made to me before posting. This is my first lore submission so I'll be more critical of things in the future. (:

you are doomed to follow in the footsteps of pallo and write many things but pass none of them.

 

for a first attempt its not bad its just the typical kinda isolated lore - works well with druids, doesnt work at all with any lore beyond C&C. It's genuinely tough to know how these interactions ought work currently and futureproof your lore with generic enough interactions. Just a lot of revisions really.

 

I would personally recommend that woadbows remain shortbow with the option to prime up to longbow - replace the muntions thing with the ability to switch longbow strength for one of your actual combat druid spells/some infusion abilitys reworked to fit arrows. It would give druids the ability to use spells within 4-5 emotes at range or just use a druid bow with some extra oomph behind it, without requiring you to invent a plethora of submunitions that themselves have to be balanced.

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