I will start by saying I created a build before actually using the skill with certain expectations in mind. Once I actually used the Black Arrow skill(s) I learned its a 4 second buff that doesn’t stack. This is ludicrous for so many reasons. I will try to SPEND TIME to spell out.
The skill only supports EXTREME mobility requiring to quickly position, aim, in some cases “charge” and hope the target hasn’t moved out of the way before your ready to release. Then I have to re-position often farther then a single evade can carry and quite commonly in the line of fire, against a group of enemies (ranged character doing melee) or within a bosses damage cone.
In the very short amount of time I have used the skill, I have found I cant lineup up my shot before the timer runs out and I cant reach all the arrows that drop from an unspecialized black quiver before they all disappear.
Considering how many skills the rogue has that drop black arrows, there is no way to use more then one or two skills at a time to great effect, let alone creating a build around it (my original intent based on my assumed mechanical functionality).
If you have gotten this far, thank you, I will digress, I think the solution is simple;
Arrows stack infinity while in zone and have no time limit or restriction on their speed of use.
This was the intuitive and expected functionality. Apart from the naysayers claiming this proposal is “too powerful” (compared to what), it would greatly aid the ease of use of the skill and not require edgelord prowess to optimize its use in real-time in the middle of the myriad of engagements in game.
I disagree with Stacking infinitely. But they should work like Arrows in a Quiver. You pick it up and it lasts until you consume it. With a cap of, let’s say 5 by default, that can be raised with specializing in the skill. Then implement the same feature as shrines to prevent them being fished before a boss and you’ve got a pretty solid buff skill.
Specialize into it, get the drops through generators, and then burst them out with spenders when you have openings.
Your idea is well thought out and though it doesn’t suit the play style of someone who would want to spam them with all skills, your idea is a definite improvement over the status quo. An acceptable compromise as a step in the right direction.
But it does though. You can spend them as you get them if you want, but Stacking 600 Arrows before actually spending them is ridiculous. 5 at base would be more than enough for your 4 other skills to spend.
The supporting skills that can produce black arrows (random dispersion on terrain) can do so at a certain rate. Whats the point in having so many skills that can produce black arrows if we cant spend them as fast as we can produce them? And how are we going to have the time to collect a bunch of arrows to make a difference in important fights while trying to do consistent damage and trying to not die?
I think we’re talking past each other. Are you talking about how long they stay on the ground or how long they’re available to use once picked up? I’m talking about the latter. There’s no reason to not cap the amount you have as long as they don’t have a timer. So you generate Arrows and store them, then spend them when you can or save them and burst them. It doesn’t impact either playstyle.
We are talking about the same thing, if the cap is too low it cant sustain the buffer from generation per rate (how fast I can make more arrows) to spending per rate (how fast I can spend them) so a undersized buffer would negate the speed generation and lock in specific play styles to support slower more methodical generation of black arrows. vs simply focusing on the task at hand, generate, gather, use. If a cap is too small it becomes a benefit analysis; do I have enough to make a difference in the fight and or is it worth it to get more during the fight vs doing damage without gathering? the cap for boss fights that cannot sustain the entire fight only defers the current state to partially into the fight ( when you run out of arrows). my primary concern is splitting my focus in too many directions, ie: dps, survive and gather.
… Which is why I said “5 at base and specializing into the skill can raise the cap.” you’d have to weigh whether you want more max Arrows or more utility from the effects of the Arrows. Customizing your playstyle around that.
If you don’t specialize into the skill or choose not to raise the cap, then 5 Arrows is the base amount.