NEW BOWS Movesets and Runes can be Improved

The new bows are a big step up from previous iterations, but sometimes they fail to be adequate two-handed weapons, due to shortcomings or oddities in the Movesets.

I’m not evaluating the damage of the bows since I haven’t had time to upgrade them all, But the ones I used might benefit from higher damage offset by damage falloff (less damage if you are further away more damage if you are closer).

The introduction of Damage Falloff would also help discourage camping and encourage a more aggressive playstyle, especially for faster bows.

Key Symbols:
:heart:: Perfect/Low margins of improvement
:red_question_mark:: It could be problematic but I have to test more
:red_exclamation_mark:: Can be improved
:double_exclamation_mark:: Should be improved
:exclamation_question_mark:: Doesn’t work well/It’s terrible

Runes:

:heart: Skyfall Shot: It is a very fun, useful and versatile rune, it encourages aggressive and spectacular plays, I love freezing enemies and then breaking the ice with this skill.

:red_exclamation_mark:Skyburst Volley: When you use a Quiver too often some of the arrows don’t hit the target, otherwise it’s an excellent rune, maybe it could be 75 Focus instead of 100 also to give it a slightly more distinct role from Flipkick Burst.

:double_exclamation_mark:Arrowstorm: It’s too slow for the game’s combat, You can only use it when the enemies haven’t even seen you or when they are stunned or frozen, so it’s always better to use Multi Shot which does similar damage even if it costs less, the arrows that fall from the sky get stuck on roofs, and so you can’t even test the skill on the dummy.

:double_exclamation_mark:/:red_question_mark:Cone Shot: Seems to be too slow for the damage it does, especially considering that to get maximum damage you need to be close to enemies, It would be a good skill with a more distinct role if the arrows passed through the enemies, so it would count as an AOE skill.

:red_exclamation_mark:Multi Shot: Now does the correct amount of damage, but I am still of the opinion that the monument focus should be proportional to the amount of arrows fired (in a similar way the ice/fire beams rune), and it is also unclear that by keeping the button pressed the ability lasts longer.

:heart:/:red_question_mark:Retreating Teimshot: Fancy and effective, I haven’t tested if it’s balanced but It gives me the impression that it would be more fun if it costed 75 Focus instead of 100.

:red_exclamation_mark:Flipkick Burst: When you use a Quiver too often some of the arrows don’t hit the target (once got hit at the beginning of the animation and the animation stopped and I lost all focus but maybe is intended?).

:heart:/:red_question_mark:Knockout Shot: Simple and effective, I haven’t tested if it’s balanced but if it isn’t just change the damage or focus cost to make it balanced.

:heart: Evasive Shot: Simple and effective, I haven’t tested if it’s balanced but if it isn’t just change the damage to make it balanced.

:double_exclamation_mark: Skybreaker: Same as Skyfall Shot but you go a little further back and there is only the Eltreic version, it’s ok but why not just make an electric version of Skyfall Shot? They are almost identical you almost don’t notice, I think it’s too redundant, in my opinion it should do physical damage and where it is limited to 125 or 150 Focus, so it would be a fairly distinct version from Skyfall Shot.

:double_exclamation_mark: /:red_question_mark:Glideburst: You can only use this run if you kill/stun the enemy with its damage, it would have been a very interesting rune if the bows were still off hend wepons, or if you could direct the slide in the direction you are walking like the running attack of the Short bow, alternatively the cost should be reduced to 50 focus or less (it doesn’t matter if the damage goes down), so it can be combined with Skyfall Shot more easily.

Movests

:red_exclamation_mark: Short Bow

This is by far my favorite bow, It is agile and intuitive. But that doesn’t mean it’s perfect.

  • :heart: Basic Attack: Fast attack that consumes a lot of stamina, the time between one attack and the other is very low, this means that to increase the damage of this attack it is advisable to focus on stamina rather than scaling, for this reason this weapon seems to do little damage if you don’t invest in stamina right away, This is also the attack that gains focus the fastest among the bows (if you have stamina).

  • :heart: Running Attack: Jump in the direction you are running and shoot an arrow at the enemy. This is by far the best running attack of the bows, all other running attacks are clunky in comparison.

  • :red_exclamation_mark: Roll Attack: None, something like a fater less exaggerated version of Siren’s Call’s Roll Attack would be perfect.

  • :double_exclamation_mark: Charged Attacks: None, something like a slightly faster version of the third attack of Patience would be perfect, If you keep it charged to the end, the attack will be fired. If you don’t finish charging it, the normal basic attack will be fired, (like melee weapon charge attacks).

:double_exclamation_mark: Answered Prayer

This bow is meant to be a short range aggressive bow but the basic attack is too slow and the cost in stamina is too high for the damage.

  • :red_exclamation_mark: Basic Attack: Same as the basic attack of the old bow, but shoots two arrows, without context it would be a good attack but it does not synergize with the rest of the moves of this bow, it is too slow/there is no incentive to stay close to enemies for that. I think he should shoot more arrows in a cone in a way that encourages shooting when close to enemies.

  • :red_exclamation_mark: Running Attack: Dash towards the enemy with a kick and then shoot arrows, it’s a bit too clunky as a dash attack and forces you to dash in the direction of the enemy, in my opinion all bow Running attacks should send the player in the direction he is going and not straight towards or away from the enemy.

  • :red_exclamation_mark: Roll Attack: Same as the Running attack but in this role it makes more sense, too bad that if you are in range for the kick you should only go away since the basic attack is too slow and consumes too much stamina.

  • :red_exclamation_mark: Charged Attacks: The basic attack can be Charged in a modular way “like the old bow”, good but in the context of this bow it makes no sense, It should be a much faster attack.

:double_exclamation_mark: Fungus Strung Bow

This bow is inferior to the short bow in every way. It’s like playing a short bow without the dash attack because you use the dash attack as your basic attack. And every now and then the basic attack goes off and without expecting it, you make a slow, uninterruptible attack, which often gets you into bad situations.

  • :double_exclamation_mark: Basic Attack: The first attack is very slow and strong then the following attacks are fast like those of the short bow, the first attack is too slow, it does a lot of damage but it doesn’t work because you must be in a safe position to use it and so in the end you use the running attack instead of this one, I think the slow attack would work well as a charged attack instead of a basic attack.

  • :exclamation_question_mark: Running Attack: is the same as the short bow basic, essentially is as if this bow does not have a running attack, you use this as a basic attack rather than a basic attack. It happens that you make the basic attack by mistake.

  • :red_exclamation_mark: Roll Attack: None, something like a less exaggerated version of Siren’s Calls Roll Attack would be perfect.

  • :double_exclamation_mark: Charged Attacks: None, The first basic attack of this Bow would be perfect, If you keep it charged to the end, the attack will be fired. If you don’t finish charging it, the normal basic attack (which would be changed to the same as the short bow) will be fired, (like melee weapon charge attacks).

:red_exclamation_mark: Siren’s Call

This bow is good but its running attack makes it clunky.

  • :heart: Basic Attack: Same as the basic attack of the old bow, but shoots Three arrows, I think the time to fully charge could be reduced, the fact that it shoots three arrows synergizes with the ring that gives you stamina when you hit which is cool.

  • :double_exclamation_mark: Running Attack: You jump by kicking then doing a backflip shooting an arrow and then you land, it’s a bit too clunky as a dash attack and forces you to dash in the opposite direction of the enemy (in my opinion all bow Running attacks should send the player in the direction he is going and not straight towards or away from the enemy).

  • :red_exclamation_mark: Roll Attack: same as the running attack, Here it makes more sense, except that the animation is still a bit too slow, the landing time is very noticeable, in my opinion the character should jump less high (so at first) and you should be able to immediately break the character’s back as soon as he lands.

  • :heart: Charged Attacks: The basic attack can be Charged in a modular way “like the old bow”, I think the time to fully charge could be reduced.

:red_exclamation_mark: Yew Longbow

This is the most similar to the old bow if you liked the old bow you will also like this one, but as a two-handed weapon it has some shortcomings.

  • :heart: Basic Attack: Exactly the Same as the basic attack of the old bow, but now it does the correct amount of damage even when attacks are not charged, I still think the time to fully charge could be reduced.

  • :red_exclamation_mark: Running Attack: Shoots two arrows, does a pirouette and then a back flip and then shoots an arrow, This attack does less damage than it should (less than an uncharged basic attack), it’s a bit too clunky as a dash attack and forces you to dash in the opposite direction of the enemy if this attack let you go in the same direction you want to go that would be good.

  • :heart: Roll Attack: None, but in this case it seems ok to me.

  • :heart: Charged Attacks: The basic attack can be Charged in a modular way “like the old bow”, I still think the time to fully charge could be reduced.

:double_exclamation_mark: Balak Talon

This bow is also ruined by the fact that the running attack only goes in the direction of the enemy.

  • :heart: Basic Attack: Same as the Short bow but shoots three arrows, the fact that it shoots three arrows synergizes with the ring that gives you stamina when you hit which is cool (and probably a little too strong).

  • :double_exclamation_mark: Running Attack: A quick slide in the direction of the enemy while simultaneously shooting 3 arrows, This attack should let you go in the direction you want to go.

  • :red_exclamation_mark: Roll Attack: None, something like a fater less exaggerated version of Siren’s Call’s Roll Attack with 3 arrows instead of one would be perfect.

  • :double_exclamation_mark: Charged Attacks: None, something like a slightly faster version of the third attack of Patience with 3 arrows instead of one would be perfect, If you keep it charged to the end, the attack will be fired. If you don’t finish charging it, the normal basic attack will be fired, (like melee weapon charge attacks).

:double_exclamation_mark: Pale Ash

This bow is worse than the short bow in every way. The Arrows that chase targets are more visual flair than useful and Arrows dont’ follow the target when using a quiver, the running attack is clunky, no charged attack, .

  • :heart: Basic Attack: Same as the Short bow but shoots slower arrows that that follow the target (:double_exclamation_mark: The quivers make the arrows return to normal and no longer chase the target)

  • :double_exclamation_mark: Running Attack: (same as the Siren’s Call) You jump by kicking then doing a backflip shooting an arrow and then you land, it’s a bit too clunky as a dash attack and forces you to dash in the opposite direction of the enemy (in my opinion all bow Running attacks should send the player in the direction he is going and not straight towards or away from the enemy).

  • :red_exclamation_mark: Roll Attack: None, something like a less exaggerated version of Siren’s Calls Roll Attack would be perfect.

  • :double_exclamation_mark: Charged Attacks: None, something like a slightly faster version of the third attack of Patience but with a slow seeking arrow would be perfect, If you keep it charged to the end, the attack will be fired. If you don’t finish charging it, the normal basic attack will be fired, (like melee weapon charge attacks).

:red_exclamation_mark: Patience

This bow is very similar to the short bow but has a very slow attack that would make more sense as a charged attack than as a normal attack. When you do that attack you find yourself in a long, uninterruptible attack that almost always puts you in danger.

  • :red_exclamation_mark: Basic Attack: Same as the Short bow but it has a very slow attack as a third attack which would make more sense as a charged attack than as a normal attack when you do that attack you find yourself in a long uninterruptible attack which almost always puts you in danger

  • :heart: Running Attack: (same as the Short Bow) Jump in the direction you are running and shoot an arrow at the enemy. This is by far the best running attack of the bows, all other running attacks are clunky in comparison.

  • :exclamation_question_mark: Roll Attack: The same as its third attack which It is true that if you decide to attack after a roll and you are almost guaranteed to be hit.

  • :double_exclamation_mark: Charged Attacks: None, its slow attack would be perfect, If you keep it charged to the end, the attack will be fired. If you don’t finish charging it, the normal basic attack will be fired, (like melee weapon charge attacks).

:double_exclamation_mark: Twined Recurve Bow

This bow is Ruined by its TERRIBLE running attack.

  • :heart: Basic Attack: Same as the basic attack of the old bow, but shoots two times.

  • :exclamation_question_mark: Running Attack: You slide forward while kicking and then spin around hitting twice with your arms, when to make sense only with short-range weapons like fists and knives, even for the initial kick it only hits if you are very close to the enemy and therefore you almost always only copy the last two hits which are very weak, Even if it did the right amount of damage it would be a terrible attack for a bow. Give this bow the short bow Running Attack please.

  • :heart: Roll Attack: None, but in this case it seems ok to me.

  • :heart: :heart: Charged Attacks: The basic attack can be Charged in a modular way “like the old bow” but it’s much faster (obviously it does less damage but it’s perfect like this).

:double_exclamation_mark: Twinkling Short Bow

The basic attack of this bow is very nice but the running attack as always ruins the experience in my opinion.

  • :heart: Basic Attack: Similar to the Short bow but shoots 5 arrows in a cone, :double_exclamation_mark: the fact that it shoots 5 arrows synergizes With the ring that gives you stamina when you hit which is definitely too strong.

  • :double_exclamation_mark: Running Attack: (same as Balak Talon but 5 arrows) A quick slide in the direction of the enemy while simultaneously shooting 5 arrows, This attack should let you go in the direction you want to go.

  • :red_exclamation_mark: Roll Attack: None, I think Answered Prayer’s Roll Attack but with 5 arrows it would be perfect

  • :double_exclamation_mark: Charged Attacks: None, I think a quick charged attack that pushes you back away from the enemy would be very nice on this bow.

:double_exclamation_mark: Woodland Protector

This bow has only one attack for some reason, but paradoxically it’s still better than having bad running and rolling attacks.

  • :heart: Basic Attack: Same as the basic attack of the old bow, but shoots Three arrows, I think the time to fully charge could be reduced, the fact that it shoots three arrows synergizes with the ring that gives you stamina when you hit which is cool.

  • :double_exclamation_mark: Running Attack: None, It doesn’t matter which attack you choose, the important thing is that it’s the player is who chooses the direction of the movement.

  • :heart: Roll Attack: None

  • :heart: Charged Attacks: The basic attack can be Charged in a modular way “like the old bow”, I think the time to fully charge could be reduced.

In Conclusion

Having a dash attack that doesn’t go in the direction the player wants automatically ruins the archer’s playstyle, it can still be managed obviously (the weapons are “usable”) but there’s still a lot to do.

I also point out that if you analyze all the classes in the game in this way you often come to similar conclusions, two or three weapons in the category stand out as “complete” and usable and the others either have a nice gimmick but at the cost of practicality or they are terrible.

I would rather have 5 bows with a nice Movesets than 11 but 7 of them have serious problems, and only one has no problems of any kind.

And this applies similarly to all weapon classes, Movesets should be made more carefully, there is no need to fill the game with weapons if 60% of them are not used by anyone.

When the Together update is finished I will make a detailed topic on the Movesets of all the weapons and their problems, but in this beta I only focused on the bows

4 Likes

Good in depth review, i haven’t played much with the new bows to have an opinion on the skills at this moment, i don’t have much time to play, but as soon as i logged in and played and had to buy a bow because (RNJEsus) doesn’t like me much and gave me all weapons except the bow, nevertheless i have this to say:

At the start of the game, the bow weight is quite high, it weights the same as a metal sword, or i think any 2h, which is totally off putting the bow is made of wood which is quite light and using just the main armour piece as leather and the remaining as cloth a bow and a quiver and i’m on HEAVY ??? this is ridiculous i know later in the game you can add more to the weight and have more pieces equipped and not being in the HEAVY group, but a bow user is usually full leather which should be able to be in the normal.
The bow i have weights 30 i don’t remember but i think before the patch the bow was lighter or something else was, because i was full leather and was on normal.

Another thing, when i put the mouse cursor over the bow the weight doesn’t go over the heavy limit but as soon as i equip it it goes well into the heavy group. Guessing this is a bug or just happening to me?

Bow + Quiver lost 40 which is the slightly less weight as the two-handed heavy weapons.

Staffs weigh 25, and they are also made of wood, Woven Wraps are literally bandages rolled around the hands and weigh 20, The weight in this game is purely arbitrary and meant to balance the weapon based on the damage it does and the range it has.

In my opinion, if the weight was removed from the sea or made equal for everyone, it would be better, it would make it easier to balance the game.

In my opinion, in the context of a video game, a knife and a sword should be equally strong, even though in real life this obviously makes no sense, and therefore they should also have the same weight.

Bows also have a very high stamina cost very very high range and medium damage, and they are in all respects heavy two-handed weapons in the context of NRFTW, That’s why they weigh a lot. For leather clothes and using the bow you have to put points to equip load, even if it seems strange, In my opinion it’s like a good compromise since the bows are strong.

But as I said I would prefer all weapons to have the same weight.

Bug probably, it doesn’t happen to me.

I understand the weight and the intricacies of the premise of having weight but if we’re having the archer class in a HEAVY group just because the bow is quite heavy doesn’t make sense, i know you can put points to have it lower it and have a better run for it, but i’m seeing the game as a default from 0 and not in a “end” or “mid” game where you’re already half way or preparing the end build, which you can then think i want to go to LOW to have a higher dodge roll or a heavy to have a normal dodge roll which implies sacrificing points to the str, dex making it “weaker” as is… also you have the enhancements that you can add to make gear lighter.

The whole archer class is based on light/leather gear and high mobility, i understand that the bow is quite powerful, hence i don’t bother with the high stamina costs for the shot, here’s the compromise you have to decide DEX or STAM for more shots, then you have the range but certain bows have longer range others shorter range, i think overall the bows are ok, just this weight got me surprised because we’re now having a quiver that adds 10 to the build which allows for a stronger build indeed and to have a dodge roll on normal i won’t mind switching for some pieces on cloth but having 3 pieces of cloth and 1 leather and be on heavy i think is a bit too much!

As I have already told you, if it were up to me, Weapons would all have the same weight, this is because I don’t think it makes sense to force players to have a different weight category based on the movesets they like, and I also think that all weapons should be equally strong.

Having said this, it seems clear to me that the intention of the developers is to encourage players who use the bow to use light armor (i.e. cloth and not leather) to have the typical mobile and fragile archer, in fact now the cloth armor is also the only one that does not slow down the regeneration of stamina (the archers are the ones who make the best use of the stamina regeneration) or opt for a medium armor (aka leather in this game) and sacrifice a little of mobility stamina regeneration.

Yes, It is literally the basis of the attribute system, consider that my favorite weapons are two-handed swords, and video games like to pretend that a two-handed sword weighs 50 kg when in reality a Zweihänder typically weighs around 3 kg. The two-handed swords weigh 45 in NRFTW if I don’t want to walk around half naked (which you often do in the early game) I have to put 3-9 points in equip load, sacrificing the damage and the stamina it’s obvious and it’s always worked like this in souls, but it’s also obvious that it’s shit, in fact the devs are abandoning the attribute system to make a class system.

Realistically I don’t expect the devs to change the weight of the weapons at least not until the combat update (when they add the classes).

But I understand that you want to realize the fantasy of the mobile archer in leather armor, and that you want to do it right away, my way to do it now is this: Choose leather chest armor and then cloth trousers, gloves and hat then in my opinion after putting 6 points on stamina you have to put the points you need in equip load, this won’t do so much damage to your build, since the damage scaling of weapons in the early game is low putting 6 points on dexterity to make 2 extra damage isn’t worth it, you might as well put them in equip load and fast roll. Then by playing you decide if you want to make all the pieces of leather armor, but then you have to sacrifice a bit of damage or maybe you find the gem that makes your armor lighter, also there are cloth clothes that have the appearance of leather clothes, maybe you use those.

I agree with you on Weight i never liked the weight system, in any game, (Spent hours walking around in skyrim, too much horder, to take everything to sell or break!) but here is more just the gear which it doesn’t bother me much but what i’m pointing is that this has changed because before you could use normally as i have! I usually have some cloth pieces because i they have some nice perks but if i would be given a choice a bit of armour is also nice, without the need to add it through enhancements…

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I won’t have enough time to review the bow gameplay during Open-Beta but I can already tell this is going in the right direction. Bows are now a lot more fun and they just “make sense”. Since they are two handed weapons they have to be “enough” for an “only bow gameplay” no matter the bow / quiver you want to use.

I think the current quiver system needs a little update like a swith On / Off system during combat so that you can change the arrow type whenever you want.

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