Bows and xbows must be in the same xmog category

Ideas for new content, features, and balance changes.
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Duraluminium
Posts: 165

Bows and xbows must be in the same xmog category

Post#1 » Wed Aug 19, 2026 9:01 am

Xbows got very few models, bows got more. But most of the hunters will not use bows cause xbows are slower (and hunters usually go for slower weapons).
The projectiles are the same, so the projectile animations must be the same. That means nothing gonna be broken if we are allowed to transmog bows into xbows and vise versa.

Kairion
Posts: 20

Re: Bows and xbows must be in the same xmog category

Post#2 » Wed Aug 19, 2026 10:37 am

The issue is not the projectile animation, but the animation how how the Character is animated holding a Bow/a Crossbow.

The weapontypes that are interchangeable (Swords, Axes, Maces) all use the same character animations. Guns, Bows and Crossbows, as well as Daggers and Fistweapons use different animations.

Thats why its not that easy to "just allow" different transmogs. The game then needs a way to detect that it needs to play a gun animation despite you having a bow. And it needs to tell every other character seeing you the same. So they can render you properly too.

Would be cool to have it eventually, but don't hold your breath. If this was easy, it would already been done

Lane157
Posts: 55

Re: Bows and xbows must be in the same xmog category

Post#3 » Wed Aug 19, 2026 1:18 pm

Kairion wrote: Wed Aug 19, 2026 10:37 am The weapontypes that are interchangeable (Swords, Axes, Maces) all use the same character animations. Guns, Bows and Crossbows, as well as Daggers and Fistweapons use different animations.
Guns and crossbows have the same animations. The difference is the sound and ammo used.

But agreed with the OP, bows, guns and crossbows should be transmoggable to each other, as well as staves and polearms.

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