When someone starts this class, they should start with the normal arrows only. The special arrows are the major source of damage for this class, but giving everything to the player right away takes away from the potential exploration and excitement in gaining something new. I feel that the player will get more out of the class if they start exploring the globe system before giving into the different arrows, but I’m sure I’m alone with this opinion. I know the people would rather just have the 5 arrows from the start, so I think we should at least be able to discover alternate arrows outside of Highsteppe.
There should be different special arrows around the world that can be found and used to enhance the ranger’s arsenal (similar to the runmage’s discoverable pillars). Either the arrows themselves can be found or maybe ranger books or an NPC with knowledge of these arrows.
Since the ranger can equip 2 special arrows at a time, there should be 2 different versions of the specials. For instance, there should be the raining fire arrow and an explosion arrow. This way the player can focus on fire damage if they want while another is all about poison.
The smoke arrow should be corrected by adding a confusion AoE so it can be useful against monsters. Affected enemies attack each other for a short period of time. A solitary confused enemy will attack the nearest target, including the player.
The alternate smoke arrow: shot at the player’s feet or another’s to cloak them for a short while.
The alternate fire arrow: a single-shot explosive that deals knockdown damage and stun.
The alternate poison arrow: a lower percentage DoT that spreads to nearby enemies.
The alternate spread arrow: bursts into additional arrows shooting outward from the landing place of the original.
The alternate piercing arrow: deal the damage of a regular arrow unless charged, in which case it does double the charge damage of the original piercing arrow.
Rare find, the lightning arrow: stutters target. Charged shot paralyzes target. Paralysis time depends on crit damage relative to enemy strength.
PS: I’m fine with the trap because I mostly use it to interrupt enemies who get too close, but having alternatives for that would also be neat.