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As metal did indeed exist around this time, there can be metal nearby the end of the tip. This will make it so the arrow does not combust into flames, let alone the entire bow.
Maybe, instead of arrows cant be lit on fire, make it so they can only be on fire for a LIMITED TIME before the sniper is forced to put them out. This can be by him just tapping the spot that is on fire (Doing slight damage to himself) Or just overall throwing the arrow away at the ground.
+Arrows have 20% head seeking ability.
-Arrows cannot be light on fire.
- 33% max primary ammo
+ 25% damage
- no headshots
+ can fire arrows whiel jumping
set bonus taunt effects, calling card
-Projectile speed is 10% slower projectile speed
-Deals 15% less damege.
Not saying the arrows will burn to a crisp. Just explaining why the arrows shouldn't be able to be lit on fire. (In degrootkeep there's fire baskets, too)
+ 100% max primary ammo on wearer
+ 10% Damage
+ 25% Projectile speed
+ 80% faster firing speed
+ Improved knockback ability
+ Mini-crits airborne targets that were recently hit
- No random critical hits
- No headshots
- Charge rate only influences knockback power and projectile speed
The statistical bonuses make it look overpowered, but I would like to believe the negative properties balance it well. You would not be able to one hit anyone, as it does 55 base damage. The premise of the weapon is that you charge your first shot for knockback and attempt to catch them in the air again for about a 75 damage mini-crit. It would be pretty overpowered in Medieval Mode, but nobody cares about balance in that mode.
+ at half charge shoots 2 arrows at full charge shoots three at once
- at 50% charge acuracy is decreased 25% ( spread increaced by 25%) at full chage + 50%spread
- cannot head shot
- cannot fire while ... on fire (wat)
- arrows cannot be set on fire
- 10% damage penalty
+ 66% ammo capicity
+ arrows can be fired when airborne