It would be great if 'aim critical areas' were more effective at causing wounds; as it is now, it really isn't as useful as it could be. Most exp mobs don't last many shots, and as it is now, maybe 1/5 shots will wound (and that is probably a generous estimate). Most equip mobs don't need archer/thrower wounds because there are better options for wounding. As it stands now, it is more effective to aim for head or neck for damage.
What I would propose is to make aim critical areas do LESS damage, and have a much higher chance of wounding. This would make it more useful for general purpose use, to cause a wound to aim at. I think this would make archery more interactive, and thus more fun.
aim critical areas
Moderator: Moderators
Good. Having a hole poked in you with blood coming out is something players should have to be worried about rather than being a minor annoyance.kraven wrote:the wounding system is more of directed toward players than mobs in first place...and dealing faster damage makes it really bad for players getting wounded in combat
Ticking for a percentage of your base health would keep it so that newbies and highbies would be affected by wounds equally.