Just Make Arrows Consumable

Most games with melee and ranged have to figure out a way to balance and not allow easy cheesing, obviously.

Wicked is a game where enemies can close gaps across the entire screen with 80% of their moveset, and encounters with more than one enemy exponentially increase tension. Enemies also are able to spam ranged weapons endlessly.

It does not feel good to have to melee enemies in order to use bows.

Simply make arrows consumables that you can craft. Place a cap on arrow inventory if needed that can then be upgraded.

Reward players for engaging in the materials and crafting system. Basic ranged attacks like single arrows or single spells should either consume arrows (or stamina for spells). Save focus for more advanced skills like multi-arrow attacks or stronger skills. Anything to avoid a system where you need to bonk a dude in order to use a ranged attack. This is how games like Dragons Dogma 2 or even POE2 do it, to a degree. Allows players a relatively “free” way to use a ranged weapon in a basic way, and then encourages the use of advanced skills.

This way, you’ll still have a combat system that is brutally punishing with harsh stamina rules, enemies that can delete you from across the screen in a second, close gaps, recover insanely quickly from posture breaks, but at least give ranged players a way to rely on their equipment in a way that feels natural and fair.

While I agree bow shouldn’t be an OP weapon, making arrows a consumable is a terrible experience IMHO, and the reason nobody but challenge runners do archer builds in Dark Souls/ Elden Ring.

Arrows should IMHO have unlimited arrows.

You can balance bows in many ways, this is not a fun one. It just kills an entire fantasy.