Split Arrow

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Balance & Design
Last bumped on Sep 7, 2020, 11:20:43 PM
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From previous thread:
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taekvideo wrote:
You can control the arc yourself. If you fire with your mouse towards the outer edge of the screen it will shoot with all the arrows close together, with a much more narrow arc. If you fire with your mouse close to your character they will be much more spread out.
Yes we probably need a way to communicate this in-game.
Last edited by Mark_GGG#0000 on Dec 4, 2011, 8:19:22 PM
For what it's worth, Multi-shot in D2 worked the same way, and I think everyone just kind of figured it out.
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"And 'Do what thou willst' shall be the whole of the law." -- Aleister Crowley
"First, love; then, do what thou willst." -- St. Augustine
"Whatever is done out of love always takes place beyond good and evil." -- Friedrich Nietzsche
It was easier to figure out in D2 because there was more real estate to work with on the screen and more arrows per skill up.
Now the Split Arrow is way too cheap in terms on mana. With a 3% mana leach I can attach as many supports as I want and still see no problems constantly firing the shot. I almost don't need to use flasks as well.
Last edited by DarPhoenix#5263 on Dec 6, 2011, 9:59:40 AM
I'm a speed attack ranger and recently I increased my attack speed a lot on this skill, but for some reason the arrow animation stops before it reaches its actual max distance and fires another shot, while the hit reaches the destination, it doesn't look right.
Last edited by ShadowUltra#1770 on Dec 10, 2011, 6:13:52 AM
"
ShadowUltra wrote:
I'm a speed attack ranger and recently I increased my attack speed a lot on this skill, but for some reason the arrow animation stops before it reaches its actual max distance and fires another shot, while the hit reaches the destination, it doesn't look right.
This is a side effect of how arrows are done. The visual arrow effect can't exist beyond the duration of the attack animation. It still hits everything it would hit continuing to it's actual max range, as the visual arrow is just a client-side graphical thing, and not part of hit calculation.
Last edited by Mark_GGG#0000 on Dec 10, 2011, 6:52:48 AM
"
Mark_GGG wrote:
This is a side effect of how arrows are done. The visual arrow effect can't exist beyond the duration of the attack animation. It still hits everything it would hit continuing to it's actual max range, as the visual arrow is just a client-side graphical thing, and not part of hit calculation.


Will arrows ever become separate from the animation? It's really annoying when a lot of skills do that(I also mentioned it in Rain of arrows skill)
Last edited by ShadowUltra#1770 on Dec 10, 2011, 7:22:21 AM
The character animation on this skill should be different, the ranger should hold the bow sideways, since it doesn't make sense graphically or logically that arrows would fly sideways while holding the bow vertically and it would look better with arrow trail since right now it looks like the arrows fly out from the sides of character, cross each other and then fly forward.

Maybe even change the animation for any arrow skill that starts using multiple projectile support gem?

Sorry for double post, but this needs a separate message.
Last edited by ShadowUltra#1770 on Dec 10, 2011, 7:43:43 AM
I like this skill and it's primarily what I use on my Duelist.
The nerfs will continue until morale improves.

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