this is not about bow damage, viability, or the recent falloff changes
this is about how playing a bow feels
what bow combat should feel like (at its best)
- dodge, swerve, parry, position
- draw right until the last moment
- THUNK
- big damage / kill
- dash out, reposition
that’s a high risk, high reward loop
each shot matters
what bow combat often feels like right now
- stand still and spam normal attacks like a turret
- occasional big rune
- some dash attack / run attack acrobatics
the core issue is the normal attack
most arrows:
- travel slowly
- hit for low damage
- give weak feedback (“plink”)
so the gameplay becomes:
spam stamina, shoot many arrows, death by tickles
it works, but it feels kind of pointless
there’s also a fantasy mismatch
the rest of combat feels grounded, the metal hitting flesh/bone feels real, even if stylised
weapons have weight and intent
but arrows often behave like:
- slow homing projectiles
- floating air slugs
- exaggerated arcs
- mini explosives
they don’t feel like arrows
and that matters, because arrows should feel:
fast, lethal, decisive
right now, even when they kill, they don’t feel lethal
i would bet one of my hats this undermines the archer fantasy for a lot of players
even heavy bows don’t fully fix this
bows with charge, like longbows, still don’t really deliver that satisfying hit on normal attacks, even at optimal range
so the fantasy breaks:
i’m not landing decisive shots
i’m just applying ranged attrition
suggestion
make normal bow attacks matter:
- longer wind up
- much faster arrows
- high damage at optimal range, comparable to 2h weapons
- strong impact feedback, THUNK
- keep heavy falloff at long range
result
bow gameplay becomes:
- deliberate
- timing based
- risky but rewarding
you get moments where you release a shot just before an enemy lands a hit and get a huge payoff
instead of standing still and plinking until something dies
side effect
if base attacks are stronger:
- rune damage can come down
- runes become more about utility, aoe, stagger, repositioning
clarification
not talking about quivers, that’s a separate system entirely
summary
right now:
many weak arrows, plink gameplay
proposed:
fewer meaningful shots, THUNK gameplay