Originally Posted by
Albahan
I agree with the reduction of ammo destruction. Someone brought up slaying ammo becoming a problem but I don't see why rarer ammo couldn't have a higher chance of being destroyed than regular ammo.
One of the reasons I brought this up was because with the new drop rate of fletchery sets I'm finding them everywhere and would love to be able to use them on the wooden sticks that drop from kicked down doors. I would even agree with the idea another user mentioned of letting anyone use a fletchery set, but with a penalty for not having the skill.
Someone else brought up the abundance of arrows, which is something I mentioned in my post. I agree arrows are easy to come by, but quarrels and tiny quarrels can be quite rare. It would be nice to make crossbows and small crossbows more of an option in the early game than they currently are for those that don't know fletchery. One possible alternative solution is to have a ratling archer encounter in the wild, similar to the roaving barbarians, to enable PC's to farm quarrels, though I'm not sure that farming missiles is what TB prefers players to experience over utilizing one of the several fletchery sets that are otherwise useless without fletchery.
My main beef with ammo destruction is in early game, where I don't have any slaying missiles yet and instead rely on stacks of 5-10 missiles.
It takes a lot of shooting to bring the tougher stuff down and at the rate at which missiles are destroyed, it's not really feasible.
I couldn't care less about slaying missiles as I stash them for bosses anyway, instead of just shooting random stuff.
Destruction rate of missiles thus affects early game more than it does later game, where weapon marks, attributes and artifacts make up for the major part of damage that lower level chars lack.
Decreasing this destruction rate wouldn't make ranged slayers particularly more powerful, since even right now you pretty much always have enough of them to bring down a boss.
The existence of slaying ammo doesn't really impact the difficulty that much because their advantage is only clear in a handful of situations.
I'd go as far as suggesting that archers should be able to create slaying ammo of their choice, assuming fletchery at 100 and perhaps some other conditions (blessed fletchery sets/logs/sticks/hatchet).
Other classes might have a very low chance to get an occasional stack if they have the skill, which would perhaps make it worthwhile.
As it is, fletchery is quite redundant for any char that is not an archer.