Why don't bows require strength?

i agree it just doesnt feel like a proper simulator or real life when i fire 10 magical arrows at once if the bow doesnt require str
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Last edited by VictorDoom on Aug 12, 2014, 12:07:31 PM
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Charan wrote:
There's actually a fairly easy solution to this, but I'd say we're too deep into the game's development for it to be feasible.

Simply have the bows that would require strength (war bows, as the example goes), do so, but in return, slow them down (most are already slowish) and (here's the important change) have Strength as an attribute increase physical attack damage rather than melee physical damage.



unfortunately that would be a net nerf, in the current meta , attack speed is way to important a factor in damage scaling ( due to the damage roles one gets on rings ,ammys helms and auras).

this is why the best weapons in the game are universally the fastest ones.
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Saltychipmunk wrote:
"
Charan wrote:
There's actually a fairly easy solution to this, but I'd say we're too deep into the game's development for it to be feasible.

Simply have the bows that would require strength (war bows, as the example goes), do so, but in return, slow them down (most are already slowish) and (here's the important change) have Strength as an attribute increase physical attack damage rather than melee physical damage.



unfortunately that would be a net nerf, in the current meta , attack speed is way to important a factor in damage scaling ( due to the damage roles one gets on rings ,ammys helms and auras).

this is why the best weapons in the game are universally the fastest ones.
Mostly auras.
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"
Mark_GGG wrote:
Bows used to have strength requirements. It didn't work out for itemisation.
PoE is a game, and as such gameplay takes priority over a realistic simulation of the world in this case, because that lets it be a better game.
I was sad to see them go, but strength requirements on bows were removed to improve itemisation, which makes the game better, despite making it less like a realistic simulation.

 If this is true then why is desync and rubberbanding such a huge problem in newer zones such as Sceptre of God? Hardcore gameplay is completely ruined when the next mob always has the potential to cause desync and kill you. While it is true that Internet traffic can cause lags at any time, with my link from southwest Florida to Dallas Texas is always pinging under 60ms and usually under 50ms so I shouldn't need to worry about my Internet connection (9.5 Mb down, 8.5 Mb up). Yet PoE has many desync times in heavy mob areas such as around shrines such that it makes it impossible to want to play a hardcore league and enjoy the heightened danger when I can be blindsided killed by desync at any time (and then privately swear at GGG and rage quit for awhile). So if gameplay is first and foremost as you say, then great gameplay in PoE demands low desync.
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Could someone elaborate what "itemization" means in this case? I´m dense when it comes down to whishy-washy statements.
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Spysong192 wrote:
Could someone elaborate what "itemization" means in this case? I´m dense when it comes down to whishy-washy statements.
The prevalence of equipment suitable for a given build. Str requirements on bows would prevent Ranger from equipping the gear its intended to equip unless they jump through hoops.

It's not wishy-washy. Wishy-washy implies indecisiveness. What you mean is nebulousness or ambiguity (though it's not that ambiguous).
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