cRPG

cRPG => General Discussion => Topic started by: Thryn on December 17, 2017, 02:18:10 am

Title: The Ranged Problem.
Post by: Thryn on December 17, 2017, 02:18:10 am
Firstly, I'm posting this in General Discussion because I believe that it will attract more eyes and this discussion needs to be presented (or continued) in a manner that will expose itself to as much of the playerbase as possible.

I decided to test some of the capabilities of ranged builds that are attainable in cRPG. Below is the data that I collected on a character that had 59 hit points (24 strength and no Iron Flesh).


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I only tested two builds: one for crossbow, one for archery. The crossbow build was designed to meet the basic requirements of using an arbalest (16 strength) whilst the archery build focused on a strength based yew longbowman (30 strength and 12 athletics).

Important info regarding builds:

Arbalest:                        Yew Longbow Archer:

18 strength                    30 strength
184 wpf                         121 wpf

(click to show/hide)
(click to show/hide)

*Note that all shots were taken from the same distance as represented by the "Reticle for Arbalest" screenshot.

On the testing parameters:

Each shot was fired at a non-moving (no speed bonus) target that wore armors at varying intervals. The armor scales as follows: 0, 30, 50, 70. These intervals were chosen to represent base damage, light armor, medium armor, and heavy armor. No ranged weapon tested utilized heirloom points. The archer utilized bodkin arrows and the arbalest used steel bolts.

Now, for damage reports:

Archer:
(click to show/hide)

Arbalest:
(click to show/hide)

Estimated Hit point calculations:
(click to show/hide)

Arbalest: 8 bolts per minute on 184 wpf
Archer:   17 arrows per minute on 121 wpf (yew longbow)

Final note: The arbalest does not have any power draw requirements, meaning anyone who has 16+ strength can use it. Additionally, you do not need to bring bolts into battle because it comes preloaded on spawn.
Title: Re: The Ranged Problem.
Post by: Asheram on December 17, 2017, 02:20:28 am
Is there a tl:dr version?
Title: Re: The Ranged Problem.
Post by: Casul on December 17, 2017, 02:34:21 am
Is there a tl:dr version?

I just look at the pics as always, upvoted before anyway just because its a Thryn post
Title: Re: The Ranged Problem.
Post by: Gandalf77 on December 17, 2017, 03:26:09 am
Yea, xbows are too op in general. Speed bonus is broken as well, way higher dmg than before. I tested light xbow on horse, with 12/30 build, 10 riding non loomed things. When I shoot Pastor from horseback when I wasnt moving I took 1 bar but when I charged at him I took 8 bars, to the body ofc. So the main things to fix in my opinions is to nerf a bit all xbows and to do something with speed bonus. Some of throwings needs rework of stats as well.
Title: Re: The Ranged Problem.
Post by: njames89 on December 17, 2017, 06:16:17 am
Personally I think it's OK as is but if a vast majority of people want a nerf, I think a small nerf to heavy ranged could be acceptable
Title: Re: The Ranged Problem.
Post by: Morris on December 17, 2017, 06:21:36 am
Is there a tl:dr version?
seriously what the fuck? not reading this lol
Title: Re: The Ranged Problem.
Post by: Drunken_sailor on December 17, 2017, 07:10:32 am
Didn't read, get a shield, problem solved
Title: Re: The Ranged Problem.
Post by: Nightingale on December 17, 2017, 08:08:27 am
The problem with a static test like this is there is little to no variation and no conditional situations being met. Your tests are not an active field of engagement. They are a basis for potential damage and potential damage alone and potential damage can't be justifiably nerfed or buffed by shooting a target that wants to be hit from a distance that is close range.

Damage decreases as the bolt/arrow travels distance - situationally speaking if someone was that close to you You'd have 1 chance to shoot him with the arb maybe 2 chances with the yew longbow. It is far more likely to deal 0 damage because the person is aware of ur presence near them especially at that range.

While adding PD requirements to xbow might seem like a solid solution it would only complicate things further as the way the engine utilizes the damage and accuracy stat to calculate wpf weight and reticle size.

Myself and Rico are testing a variety of builds (throwing/archery/crossbow/HA/HX) to see if there are ways to tweak them effectively without completely nerfing dedicated builds out of existence as previous balancers have practiced.
Title: Re: The Ranged Problem.
Post by: McKli_PL on December 17, 2017, 08:18:43 am

Myself and Rico are testing a variety of builds (throwing/archery/crossbow/HA/HX)
now im feeling safe :mrgreen: but your post is correct, it's hard to judge only by making test on non moving targets, one of the biggest advantages xbows have over the bows are its almost impossible to dodge, bolts are too fast same is with trowing no one in past was whinning on trowing lances or axes (slow huge damage, ez to strafe) it was all about nasty gay +3 spammable stones  :D
Title: Re: The Ranged Problem.
Post by: Asheram on December 17, 2017, 09:16:07 am
now im feeling safe :mrgreen: but your post is correct, it's hard to judge only by making test on non moving targets, one of the biggest advantages xbows have over the bows are its almost impossible to dodge, bolts are too fast same is with trowing no one in past was whinning on trowing lances or axes (slow huge damage, ez to strafe) it was all about nasty gay +3 spammable stones  :D
well you got your wish I dont think i have seen anyone use stones anymore since this revert.
Title: Re: The Ranged Problem.
Post by: Thryn on December 17, 2017, 09:38:56 am
The problem with a static test like this is there is little to no variation and no conditional situations being met. Your tests are not an active field of engagement. They are a basis for potential damage and potential damage alone and potential damage can't be justifiably nerfed or buffed by shooting a target that wants to be hit from a distance that is close range.

Damage decreases as the bolt/arrow travels distance - situationally speaking if someone was that close to you You'd have 1 chance to shoot him with the arb maybe 2 chances with the yew longbow. It is far more likely to deal 0 damage because the person is aware of ur presence near them especially at that range.

While adding PD requirements to xbow might seem like a solid solution it would only complicate things further as the way the engine utilizes the damage and accuracy stat to calculate wpf weight and reticle size.

Myself and Rico are testing a variety of builds (throwing/archery/crossbow/HA/HX) to see if there are ways to tweak them effectively without completely nerfing dedicated builds out of existence as previous balancers have practiced.

The basis for testing in a static environment is so that comparable and reproducable results can be obtained. I did not say that the damage output represented by my amateurish testing reflected 100% true gameplay experience, but there is one thing to note: you will never be able to test in a manner that produces identical results as to what occurs in a public server. Additionally, the sheer number of variables going into damage calculations means that "perfect" balance is never going to be achieved.

Quote
They are a basis for potential damage and potential damage alone and potential damage can't be justifiably nerfed or buffed by shooting a target that wants to be hit from a distance that is close range.

Balance is based upon damage outputs. We can measure how much damage is being done and alter varying factors to further explore the path toward reaching what we believe to be balance. Now, I understand your argument. You're saying I didn't flesh out all of the other factors that go into ranged damage calculations. Speed bonus, damage falloff due to distance, etc. You are correct, and that's why I didn't make an recommendations regarding the damage values of these weapons because further testing obviously needs to be carried out.

One thing is fundamentally clear: if you meet the strength requirements, you can use a crossbow. Even if you don't have weapon proficiency in crossbows, you can still be deadly with them. In order to play as an archer, you MUST put points into power draw, making you less effective at any other ability that you choose to forsake so that you may use a bow. Crossbows do not require you to give up anything (besides wpf if you want to be pinpoint accurate) in order to be effective so long as you meet a particular crossbow's strength requirement.

Quote
Damage decreases as the bolt/arrow travels distance - situationally speaking if someone was that close to you You'd have 1 chance to shoot him with the arb maybe 2 chances with the yew longbow. It is far more likely to deal 0 damage because the person is aware of ur presence near them especially at that range.

Skillful archers can hit these shots close range. Just because people miss shots doesn't mean that a weapon deals too little or too much damage. This would be more of a question of accuracy, and I highly doubt that you will argue that people miss close range shots because their reticle stretches from corner to corner of the screen. "We can't change damage values because they're hard to shoot when they juke" is saying that "we need to have all melee weapons 1 shot people because they can block and its annoying when they block all of my swings." The logic on either situation doesn't add up.

Also, your point assumes that archers are static on the battlefield. Most ranged players utilize the WASD keys to move about the battlefield. If you approach them, they generally will run away from you so they may gain an additional opportunity to fire a shot. I think you'd agree with this because you use this tactic yourself.

Also, damage output at range for melee weapons is horrendous, pls allow me to throw longsword.

Quote
While adding PD requirements to xbow might seem like a solid solution it would only complicate things further as the way the engine utilizes the damage and accuracy stat to calculate wpf weight and reticle size.

well shit it's too hard to implement boys, pack it up




at the end of the day:

i chose to be cavalry so now i'm not an effective footsoldier
i chose chose to be an archer so now i can't be as effective in melee
i chose melee so now i can't be as effective as an archer
i chose throwing so now i can't use a bow or be as effective in melee
i chose a class but i still can be a crossbowman
Title: Re: The Ranged Problem.
Post by: Grumbs on December 17, 2017, 10:25:19 am
Someone seems to have punched the number pad to decide the slot requirements for melee weapons. Just scroll down 1 handers and see. 0 slots still pop up 3/4 down the list. Gross Messer 0 slot? What the...You could add some slot requirements on ammo too

Having ladders as well just increases the incentive to take a ranged weapon on your melee character (xbowers). I like ladders because it adds some interesting dynamic to the maps, but if you want to be a ranged character you should sacrifice more in melee for that imo. If you're good at melee you only really need to be able to block and have an OK weapon anyway.
Title: Re: The Ranged Problem.
Post by: Thryn on December 17, 2017, 10:37:07 am
Someone seems to have punched the number pad to decide the slot requirements for melee weapons. Just scroll down 1 handers and see. 0 slots still pop up 3/4 down the list. Gross Messer 0 slot? What the...You could add some slot requirements on ammo too

Having ladders as well just increases the incentive to take a ranged weapon on your melee character (xbowers). I like ladders because it adds some interesting dynamic to the maps, but if you want to be a ranged character you should sacrifice more in melee for that imo. If you're good at melee you only really need to be able to block and have an OK weapon anyway.

Yes, that's a fair point. A disadvantage to using arbalests and heavy crossbows is the fact that they take up 3 slots, so you're forced to use 1h weapons, some polearms, and the executioner sword (if it hasn't been changed). Maybe a mace or some lower tier 2hs as well but I can't remember off the top of my head.
Title: Re: The Ranged Problem.
Post by: Westwood on December 17, 2017, 10:41:27 am
The problem with a static test like this is there is little to no variation and no conditional situations being met. Your tests are not an active field of engagement. They are a basis for potential damage and potential damage alone and potential damage can't be justifiably nerfed or buffed by shooting a target that wants to be hit from a distance that is close range.

Damage decreases as the bolt/arrow travels distance - situationally speaking if someone was that close to you You'd have 1 chance to shoot him with the arb maybe 2 chances with the yew longbow. It is far more likely to deal 0 damage because the person is aware of ur presence near them especially at that range.
I'm not picking up what you're putting down here. As far as I understand it, Thryn's purpose was to compare the damage outputs of arbs and longbows. This test being static, without any "variations" other than the ones being measured (arb/bow, armor levels) changing, is exactly what makes it legitimate. There isn't any need to introduce other variables to compare the damage that arbalests and longbows can do, if that's the full extent of what you want to measure. It's not about exactly what happens on NA1, it's about putting xbows and bows into the same scenario so what you're getting is an accurate measurement for the purpose of their comparison. There's literally no other way to do it. The question ¿is the disparity between xbows and bows a problemo? is raised effectively by these results,

Hit up a middle school teacher to tell you about the scientific method fam.

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Title: Re: The Ranged Problem.
Post by: Kutluhan on December 17, 2017, 11:41:47 am
HA NEEDS BUFF
Title: Re: The Ranged Problem.
Post by: Nightingale on December 17, 2017, 11:56:56 am
Crossing out everything that I think is just sarcasm and can be ignored. Please do correct me if there was actually something useful.

The basis for testing in a static environment is so that comparable and reproducible results can be obtained. I did not say that the damage output represented by my amateurish testing reflected 100% true gameplay experience, but there is one thing to note: you will never be able to test in a manner that produces identical results as to what occurs in a public server. Additionally, the sheer number of variables going into damage calculations means that "perfect" balance is never going to be achieved.

I agree; We can never achieve a perfect balance due to the number of calculations going into damage. I also want it to be clear that I never said there was no point to test in a static environment I was just pointing out the things left out and there are many more.

Balance is based upon damage outputs. We can measure how much damage is being done and alter varying factors to further explore the path toward reaching what we believe to be balanced. Now, I understand your argument. You're saying I didn't flesh out all of the other factors that go into ranged damage calculations. Speed bonus, damage falloff due to distance, etc. You are correct, and that's why I didn't make any recommendations regarding the damage values of these weapons because further testing obviously needs to be carried out.

One thing is fundamentally clear: if you meet the strength requirements, you can use a crossbow. Even if you don't have weapon proficiency in crossbows, you can still be deadly with them. In order to play as an archer, you MUST put points into power draw, making you less effective at any other ability that you choose to forsake so that you may use a bow. Crossbows do not require you to give up anything (besides wpf if you want to be pinpoint accurate) in order to be effective so long as you meet a particular crossbow's strength requirement.

I, like you, wouldn't want faulty tests to affect balance in a poor and illogical way. I am glad you agree that a test like the one you did is just the basic groundwork to continue testing. (which Rico and I have already done)

While yes anyone can pick up a xbow if they meet the requirement that is the way it has always been. Not saying its ideal but there are other factors to look at when deciding if someone is a dedicated build or not and sacrifices that people make to increase their ability to project damage from further away. I will not argue with your statement because I have always been fundamentally against no investment xbows being able to produce damage the exact same as someone that clearly makes sacrifices and dedicates to the build for ranged gameplay rather than using it as a sidearm which was a common practice until we increased the slots requirements a year ago? almost 2 years ago? idk can't remember an exact date.

Skillful archers can hit these shots close range. Just because people miss shots doesn't mean that a weapon deals too little or too much damage. This would be more of a question of accuracy, and I highly doubt that you will argue that people miss close-range shots because their reticle stretches from corner to corner of the screen. "We can't change damage values because they're hard to shoot when they juke" is saying that "we need to have all melee weapons 1 shot people because they can block and it is annoying when they block all of my swings." The logic on either situation doesn't add up.

Also, your point assumes that archers are static on the battlefield. Most ranged players utilize the WASD keys to move about the battlefield. If you approach them, they generally will run away from you so they may gain an additional opportunity to fire a shot. I think you'd agree with this because you use this tactic yourself.

Let me explain. As damage increases accuracy decreases (there is no way to counter this) Damage effects both reticle size and weight of invested WPF. While accuracy only effects reticle size.
 If we implemented something like PD on top of this formula you'd have a mess. but I already talked to Professor about PD and the possible options there if it were possible.

What I do is irrelevant and yes range and melee both move on the battlefield thank you for that bit of information I don't know what I would have done without it. *sarcasm aside* Its far more likely a Bowman will get additional shots due to their reload speed and the ability to move while reloading. (Just a thought)

@Grumbs - bolts and steel bolts where made 0 slots to allow the higher tier xbows to utilize 1 slot 2handers and polearms (1handers obviously too) since we increased the slots of xbows to 3 to prevent the higher tier xbows from being used as a sidearm to a great sword or any other 2 slot melee weapon.

Yes, the Zero slot weapons currently available are a bit wonky and crazy to think how they got there. (san+Raylin?  idk) it was to promote less kiting from ranged units didn't exactly agree with that change either.

@Westwood: I didn't throw out his test I was simply saying it was not Ideal which he agrees so you can put away the obvious sarcasm. If you are going to compare bows and xbows then, by all means, go for it but they are only similar in the aspect that they are ranged.

@Kutluhan - We already increased the damage cap to 65 and decreased the HA/HX damage debuff by 10%. We do not want to over buff this class.

Edit: Sorry westwood I normally don't read your full post so I skipped over your spoiler but While that idea is solid I wouldn't know how to impliment it. (Dmg effectively is wpf weight ratio) - unless you are meaning something else.
Title: Re: The Ranged Problem.
Post by: The_Bloody_Nine on December 17, 2017, 01:23:13 pm
holy shit a nerf ranged thread, mod is truly undead  :shock:
Title: Re: The Ranged Problem.
Post by: Rico on December 17, 2017, 01:48:57 pm
Someone seems to have punched the number pad to decide the slot requirements for melee weapons. Just scroll down 1 handers and see. 0 slots still pop up 3/4 down the list. Gross Messer 0 slot? What the...You could add some slot requirements on ammo too
Personally, I don't think there should be any 0 slot weapons past Hand Axe, but I'd like to know how the community feels about this before I discuss any changes with other balancers.
Title: Re: The Ranged Problem.
Post by: Algarn on December 17, 2017, 01:55:14 pm
Personally, I don't think there should be any 0 slot weapons past Hand Axe, but I'd like to know how the community feels about this before I discuss any changes with other balancers.

Who'd use the short swords then ? The maces are perhaps overkill, but why would the short swords be rendered useless ?

And about the thread itself, you're literally taking the best case scenario about damage for the bows, most people aren't even using this bow from personal experience. The problem we're facing is an invasion of crossbows, while archery itself is doing barely alright from what I've seen on the servers, from both perspectives of the archer and the victim. I rarely find myself killed by bows, since a torso shot only removes 20% of my hps when it happens (24 str, 7if, 68ba). You also need to consider something else, for archers to any deal damage, they need PD, which affects wpf. This means they can't wear any armor most of the time, nor invest wpf in melee because the overwhelming majority of those points will be spent on archery, which also makes PS investments less effective; add to that the fact you paid such a high price for your 10 PD that you can't escape nor even duel any able player in a melee standoff. All of those penalties affect archers, while on the other hand, you got crossbowmen, able to wear 45+ body armors, to have IF, melee wpf, shittons of agi and still remain accurate enough to snipe you from 50m, and potent enough in 1h/2h to stand a chance against a melee character. If anything, archery isn't in need of another nerf. Add some sort of PD requirement for crossbows and their builds will fall more in line with other ranged builds.
Title: Re: The Ranged Problem.
Post by: Rico on December 17, 2017, 01:58:36 pm
Who'd use the short swords then ? The maces are perhaps overkill, but why would the short swords be rendered useless ?
They were 1 slot in 2012/13 and cheaper on average
They weren't exactly Kuyak level popular, but people did use them
Title: Re: The Ranged Problem.
Post by: Algarn on December 17, 2017, 02:15:31 pm
cheaper on average

We're in 2017, everyone with some playtime has at least 500k of gold in their pockets. Price isn't a factor in anything nowadays, effectiveness is. If price actually mattered, you'd see way less armored players around.
Title: Re: The Ranged Problem.
Post by: Butan on December 17, 2017, 02:18:51 pm
There was 2 quite good crossbows users camping on an unreachable tower 10-20 meters away from most of the melee in a strategus siege yesterday, reaching quite high score... is this why this thread was created?
Title: Re: The Ranged Problem.
Post by: BlindGuy on December 17, 2017, 02:28:39 pm
No I think thread was created because ranged was destroying everything on EU1 for several hours till the server pop all left, just like it killed the mod originally. We can thank all the En Dottirs of the community for this: when we had spent 2 years balancing ranged they joined the community, wanted to make a clan of dedicated archers, but did not like that they were not immediately veteran level players and campaigned night and day for 6 months to have their accuracy and damage increased, their range of sidearms increased,  and the sacrifice they made was.... ammo count was slightly reduced, at a time when even with reduced ammo you could still carry more arrows then there were players on server....


Just MO tho Butan :D
Title: Re: The Ranged Problem.
Post by: the real god emperor on December 17, 2017, 03:08:47 pm
The thought of "everything should be able to counter everything" was wrong in the first place, cRPG is a team game, you shouldn't be able to outrange a cav that has succesfully ganked you with  a short sword after shooting all the infantry that is desperately dodging around. You have to pick one.
Title: Re: The Ranged Problem.
Post by: Torben on December 17, 2017, 03:17:21 pm
just give back old lance angel and everything will fall into place.

wink wink ^.-
Title: Re: The Ranged Problem.
Post by: Westwood on December 17, 2017, 03:27:45 pm
There was no sarcasm in my previous post.
Title: Re: The Ranged Problem.
Post by: Butan on December 17, 2017, 05:02:02 pm
No I think thread was created because ranged was destroying everything on EU1 for several hours till the server pop all left

I wasnt aware EU1 was active! Maybe it was the same xbowmen, Ulfur and Skan?
Title: Re: The Ranged Problem.
Post by: Blackbow on December 17, 2017, 05:56:45 pm
BAN DEM ALL
Title: Re: The Ranged Problem.
Post by: Rico on December 17, 2017, 06:29:45 pm
We're in 2017, everyone with some playtime has at least 500k of gold in their pockets. Price isn't a factor in anything nowadays
it will be again
Title: Re: The Ranged Problem.
Post by: Ikarus on December 17, 2017, 07:31:00 pm
EDIT: nvm seems to be a bug
(click to show/hide)
Title: Re: The Ranged Problem.
Post by: Thryn on December 17, 2017, 08:42:15 pm
Crossing out everything that I think is just sarcasm and can be ignored. Please do correct me if there was actually something useful.

I agree; We can never achieve a perfect balance due to the number of calculations going into damage. I also want it to be clear that I never said there was no point to test in a static environment I was just pointing out the things left out and there are many more.

I, like you, wouldn't want faulty tests to affect balance in a poor and illogical way. I am glad you agree that a test like the one you did is just the basic groundwork to continue testing. (which Rico and I have already done)

Hold your horses. You can't hide behind "but you didn't take into consideration ALL of muh factorsss." A test like this helps identify a base level damage output. From this point on, damage calculations deviate from the norm based on things like movement speed, distance, etc. It is completely feasible to determine whether or not something is doing too much damage even from a simple test like this. If I hit someone with snowball and it did half health through plate armor, your first reaction wouldn't be "it was all movement speed." It's also important to point out that a majority of players on EU1 have currently been undergoing heavy crossbow damage testing (unwillingly) and it seems crossbows may be a bit out of line. However, because I believe thorough testing should commence before changes impacting players takes place, I'm perfectly fine with going through all the ropes before implementing changes.

While yes anyone can pick up a xbow if they meet the requirement that is the way it has always been. and it should be changed

 Not saying its ideal but there are other factors to look at when deciding if someone is a dedicated build or not and sacrifices that people make to increase their ability to project damage from further away. what are these factors? you can't just say you're wrong because of x and not give x

I will not argue with your statement because I have always been fundamentally against no investment xbows being able to produce damage the exact same as someone that clearly makes sacrifices and dedicates to the build for ranged gameplay rather than using it as a sidearm which was a common practice until we increased the slots requirements a year ago? almost 2 years ago? idk can't remember an exact date. That's not even where this argument is. This isn't "I'm a dedicated crossbow player and someone who is not can deal as much damage as me." This is literally "every person has to choose a class except for crossbowman." Never thought I'd stand up for archers but shit, the only way you get any effective damage output as an archer is when you're a strength build. You're going to be easier to catch and be fuck all in melee as opposed to some idiot who can get an arbalest, shoot into melee, deal half a person's entire hp, and then charge in.

Let me explain. As damage increases accuracy decreases (there is no way to counter this) Damage effects both reticle size and weight of invested WPF. While accuracy only effects reticle size.
 If we implemented something like PD on top of this formula you'd have a mess. but I already talked to Professor about PD and the possible options there if it were possible.

What I do is irrelevant and yes range and melee both move on the battlefield thank you for that bit of information I don't know what I would have done without it. *sarcasm aside* Its far more likely a Bowman will get additional shots due to their reload speed and the ability to move while reloading. (Just a thought) Here's just a thought, I didn't say anything about changing reload speeds for either bows or crossbows. You said that crossbows only get to fire 1 shot close range. I call bullshit, they run away and reload and they have ample time to fire at range (btw let's not pretend that crossbows don't do damage at range). Now it seems we're at a point where you plan to pick and choose each individual factor to hoist up your argument.

At this point no one has specifically said why we can't make crossbows require power draw other than "messy formula." All of M&B is shitty formulas, put in power draw and make some tweaks. You're goddamn item balancers, test some shit out. As it stands, crossbows have a COMPLETE ADVANTAGE OVER EVERY OTHER CLASS. THIS IS THE DEFINITION OF OVERPOWERED.

Adding power draw to crossbows is a great alternative to the standard "nerf ranged" thread and obviously something needs to be done about this balancing issue.
Title: Re: The Ranged Problem.
Post by: Gurnisson on December 17, 2017, 11:04:28 pm
At this point no one has specifically said why we can't make crossbows require power draw other than "messy formula." All of M&B is shitty formulas, put in power draw and make some tweaks. You're goddamn item balancers, test some shit out. As it stands, crossbows have a COMPLETE ADVANTAGE OVER EVERY OTHER CLASS. THIS IS THE DEFINITION OF OVERPOWERED.

Who are you to make demands? It's not like you're suggesting changes, you're demanding them, claiming your subjective opinions to be correct.
Title: Re: The Ranged Problem.
Post by: Thryn on December 17, 2017, 11:27:14 pm
Who are you to make demands? It's not like you're suggesting changes, you're demanding them, claiming your subjective opinions to be correct.

firstly, i didn't make any demands, i posted some bullshit and brought up the question of ranged in terms balance. now unless you live under a rock, you will realize that the playerbase is conflicted on this issue. the only responses ive gotten so far have been "hard to implement and test" and "i dont feel like crossbow should have power draw." regarding the "hard to formulate damage w/ power draw" argument, my point is that this is the exact job that item balancers are tasked with doing. if item balancers aren't supposed to test ideas and changes, what are they supposed to do?

secondly, balance in and of itself is a subjective matter, it's dependent on how people feel the mod should play, so dont spew this nonsense about subjectivity.

thirdly,

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Title: Re: The Ranged Problem.
Post by: Sauce on December 18, 2017, 12:53:04 am
Add a power draw to xbow like every other ranged.
Title: Re: The Ranged Problem.
Post by: Kadeth on December 18, 2017, 01:31:25 am
delet archer, delet xbow, delet thrower, thank me later
Title: Re: The Ranged Problem.
Post by: Heibai on December 18, 2017, 04:33:37 am
Thryn enlightened me today, please add 6 PD & 6 PT requirement for arb to make it balanced and fair.
Title: Re: The Ranged Problem.
Post by: Blackbow on December 18, 2017, 04:44:46 am
you should apply as item balancer Thryn.

as archer here is what i think :
first of all i doubt there is still archers with 30 str build (since xp revert)
30 str build mean no fun, very low survivability and playing like an xbower hiding like a russian camper
all my builds have been around 18/24 and 18/21 and believe me atm i do very low damage, but im fine with it... because i play as support

i sugest you to redo your damage test with 18 or 21 str build and see how weak it can be versus armored guys running to you at light speed like if they were naked and on cocain

just please dont do a nerf who will push archers to all play the same build...like we saw in past with everybody 30str build...

now about xbow i know some of item balancers (cough cough Nightingale) always refused to do any change on their favorit weapons and always cry and it finish with no change...
where other ranged weapon got many nerf/buff
how many times i saw ppl crying about getting shot very hard and blame archer when it was an xbower...
so it's maybe time to faith the truth my dear xbow users and accept the fact than something have to  be done!

about powerdraw on xbow from what i know it's not possible the code wont let you doing it...

Personally, I don't think there should be any 0 slot weapons past Hand Axe, but I'd like to know how the community feels about this before I discuss any changes with other balancers.
to me  there is nothing to change with slots... or discuss about!
till we have solution to have 1 bow 2 quiver and a 1h/2h like it is actually i'm fine...
since xp roll back i doubt archers are very dangerous in melee with their low wpf, low ps and no if against so many experimented melee players with full dedicated build
so why would you change slots system ?
Title: Re: The Ranged Problem.
Post by: Thryn on December 18, 2017, 05:21:54 am
Thryn enlightened me today, please add 6 PD & 6 PT requirement for arb to make it balanced and fair.

lol not power throw as well xd

i think as it stands, if power draw can't be implemented the other options people have suggested ingame are: make it 4 slots, change damage, or something about forcing people to have wpf in crossbow to make it viable

@blackbow yes i don't think anything needs to be done atm to archers, in order to get high damage out of a bow you need to use the highest damage bows + bodkins + high str build to come close to what the arbalest puts out

my point in comparing them was that you need to specifically tailor a build toward high damage to be a powerful archer whereas you can do half a tincan's health reliably with 16 strength and your trusty ARBS
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 18, 2017, 05:40:48 am
Myself and Rico are testing a variety of builds (throwing/archery/crossbow/HA/HX) to see if there are ways to tweak them effectively without completely nerfing dedicated builds out of existence as previous balancers have practiced.[/color]

This i like, and does bring a twitch and a tingle to the corpse of my eagerness to play crpg again. Playing native honestly puts things into perspective, and i wouldnt mind coming back as a shielder if some balancing philosophies like these were implemented.
Title: Re: The Ranged Problem.
Post by: Paul on December 18, 2017, 05:46:31 am
At this point no one has specifically said why we can't make crossbows require power draw other than "messy formula." All of M&B is shitty formulas, put in power draw and make some tweaks.

Not that I approve any of this but as a messy solution there could powerdraw come into action for reloading only. That means there could a periodical trigger(don't think there is a on_reload trigger) that checks if someone is doing a reloading anim and then disrupts it if the PD requirement(could be max(str_requirement/a-b, 0)) isn't met. Then there also could be an item like a winch or special hook that helps  with  the PD check when having it in the inventory but takes away a slot and adds weight.
Title: Re: The Ranged Problem.
Post by: Thryn on December 18, 2017, 05:55:17 am
Then there also could be an item like a winch or special hook that helps  with  the PD check when having it in the inventory but takes away a slot and adds weight.

damn thats a hella inventive idea, that kind of brings in a windlass or goatsfoot mechanism into the game. extremely high poundage crossbows required the user to use one of these devices to effectively load them, so it makes sense when considering the arbalest situation.

one guy who builds historical crossbows said this about his 1250lb windlass crossbow:

Quote from: Tod of Tod's Stuff
Myth has it that these things will shoot through 100mm oak planks and all that guff, reality is I am afraid different.  The impact energy of this bow is similar to that of a 150lb English war bow, so enough to kill at distance and sometimes through armour.  The impact energy is around 140J, so a little more than a .22 long rifle round; your basic bullet for rabbits. 

So our medieval ancestors took what they considered to be very powerful weapons onto the battle field that in modern energy delivery terms you would use against rabbits.
Title: Re: The Ranged Problem.
Post by: Casul on December 18, 2017, 07:22:15 am
On EU crossbows are not that much if an issue tbh, I dont really think it needs to be nerfed.

Power draw should probably not be a requirement, but it could be invested there to increase your reload speed.
Having it on 0 would cause a tremendously long reload time, anything around 3-4 would be the new standard how it is now and anything above would give a small reload speed buff.
To determine the main class crossbowers from the off hand crossbow players.

Anyone with me? something around those lines? yay nay? ok.

edit: Also about the damage, me as high end tank fears 2 things only: couch lances and crossbows.
Both disgusting and gay af, but I believe thats how it should be at least...
Title: Re: The Ranged Problem.
Post by: Dionysus on December 18, 2017, 07:26:19 am
my point in comparing them was that you need to specifically tailor a build toward high damage to be a powerful archer whereas you can do half a tincan's health reliably with 16 strength and your trusty ARBS

Please put this in the OP.

But I'm not sure I understand the argument. Should a crossbow do less damage than a weapon that can fire more quickly? Or do you believe that there should be more requirements to use a weapon that does more damage, even though it already fires more slowly?
Title: Re: The Ranged Problem.
Post by: Thryn on December 18, 2017, 08:06:38 am
Please put this in the OP.

But I'm not sure I understand the argument. Should a crossbow do less damage than a weapon that can fire more quickly? Or do you believe that there should be more requirements to use a weapon that does more damage, even though it already fires more slowly?

i think the fire rate vs damage is the question to consider when choosing whether or not you choose crossbow vs archer

the awkward balancing issue is that you can choose to be a crossbowman by fulfilling significantly lower requirements than choosing to be an archer. essentially, you can be an insanely strong hybrid.
Title: Re: The Ranged Problem.
Post by: Dionysus on December 18, 2017, 08:15:21 am
I understand now. While I don't think it would be a bad idea to increase the requirements to use a crossbow, I personally don't think there is much impetus to now. I really have not encountered very many crossbows, especially those being used by players who are not playing dedicated builds. Maybe I will be a more ardent supporter of such a change if I notice it becomes an issue rather than the possibility it is right now.
Title: Re: The Ranged Problem.
Post by: the real god emperor on December 18, 2017, 09:23:21 am
Singnificantly increasing the required wpf and slightly increasing the damage on the arbalest while reducing the damage on heavy crossbow could make sense. So the dedicated xbow only player will be rewarded as he should, meanwhile xbowmen who also favor melee will have to sacrifice more.
Title: Re: The Ranged Problem.
Post by: Tristan_of_Erzoth on December 18, 2017, 10:18:26 am
To those that think archery should be nerfed, I tanked 23 shots on NA1 from an archer last night who was using a yew longbow.... With only 61 body armor and 48 head...
Title: Re: The Ranged Problem.
Post by: Yeldur on December 18, 2017, 12:24:05 pm
To those that think archery should be nerfed, I tanked 23 shots on NA1 from an archer last night who was using a yew longbow.... With only 61 body armor and 48 head...
That Archer was either awful or poorly built his archer, I've been hit in the head with 61 head armour and 10 IF and had only 5% health left from it.
Title: Re: The Ranged Problem.
Post by: Algarn on December 18, 2017, 12:31:32 pm
That Archer was either awful or poorly built his archer, I've been hit in the head with 61 head armour and 10 IF and had only 5% health left from it.

To deal damage with archery, you need at the very least 8PD and a 28+ damage bow, if you want to deal significant damage, you need 9PD at least, a yew longbow, and you got to shoot the head at all times. The archer probably didn't have bodkins or enough PD.
Title: Re: The Ranged Problem.
Post by: pogosan on December 18, 2017, 01:12:24 pm
Title: Re: The Ranged Problem.
Post by: Casul on December 18, 2017, 02:12:27 pm
Singnificantly increasing the required wpf and slightly increasing the damage on the arbalest while reducing the damage on heavy crossbow could make sense. So the dedicated xbow only player will be rewarded as he should, meanwhile xbowmen who also favor melee will have to sacrifice more.

shit idea sryn, that means dedicated x bow players would only play with arbalest, thats actually not have its supposed to be.
Arbalest is ment to be a siege defense weapon tbh, the lighter ones are for field  battles.
Arbalest and heavy x bow should stay 3 slot, that would prevent them from using 2h's and heavy polearms. That would also mean they would have to use 0 slot 1h's if they want an additional shield.

solved, next problem pls.
Title: Re: The Ranged Problem.
Post by: Paul on December 18, 2017, 02:20:14 pm
Reticle for throwing lances
(click to show/hide)

Reticulous!
Title: Re: The Ranged Problem.
Post by: the real god emperor on December 18, 2017, 05:07:51 pm
shit idea sryn, that means dedicated x bow players would only play with arbalest, thats actually not have its supposed to be.
Arbalest is ment to be a siege defense weapon tbh, the lighter ones are for field  battles.
Arbalest and heavy x bow should stay 3 slot, that would prevent them from using 2h's and heavy polearms. That would also mean they would have to use 0 slot 1h's if they want an additional shield.

solved, next problem pls.

Well, I forgot to include this to my thoughts;

Arbalest should be 4 slots. There are enough decent 0 slots around to pick from, but it would prevent the user from abusing weapons like spathovaklion and other maces in general, elite scimitar etc. This would give room for maces like german spiral a chance to actually be used in the field. Also all crossbow weights should increase, meaning that playstyle of "when get caught my any melee just run until you can reload" will be less efficient, forcing the crossbowman to either hide real good, or stick with his teammates. As he should.
Bear in mind that this suggestion is the part2 of the first one I made, meaning cutting melee and running capabilities of the arbalest is also supported with higher damage and one shot capabilities.
Title: Re: The Ranged Problem.
Post by: Thryn on December 18, 2017, 05:51:42 pm
talked a lot last night with desire, there might be something causing loads of extra damage output irrespective of the power draw argument

if someone figures out how or why it seems like crossbows are doing more damage than the previous patch of destiny game build, we might get this conundrum under control

as it stands right now, arbs can two shot a tin can in 70 plate armor
Title: Re: The Ranged Problem.
Post by: Jona on December 18, 2017, 05:51:51 pm
I, like you, wouldn't want faulty tests to affect balance in a poor and illogical way. I am glad you agree that a test like the one you did is just the basic groundwork to continue testing. (which Rico and I have already done)

Just saying, it'd be great if you could release the findings of this testing to the community. It'd really benefit everyone here, as it can help you defend your stance and the general populace can become more enlightened on the matter (unless of course the results aren't what you personally want :thinking:). Sure it might take some time to make it presentable, but most of us are surprisingly smart, so even if presented poorly I'm sure we can make sense of the data with naught but a brief explanation.


On the matter of 0-slot 1handers, imo there shouldn't be any except daggers and the hatchet/stick/hammer type of weapons. The fact that weapons such as the broad short sword and eventually even better ones like the grosses messer became 0 slot is completely absurd. Add in the fact that some decent pierce/blunt 1handers are also 0 slot and now any ranged build with low-ish melee stats can still take down a tincan without much difficulty. Not to mention that 1handers all got buffed animations, 1h maces were given stabs for some reason... the list goes on as to why 0 slot 1h weps are pretty darn good, even with low stat investments. Heck I carry around a (not even good) 1h sword sometimes when I'm a hoplite and with 0 1h wpf I can still hold my own.


Edit: Also, based solely upon OP's findings, I find it fucky that an arb can two-shot someone with 30 armor all the way up to 70+ armor. At that point why even wear more armor (if you're only caring about negating ranged effectiveness, of course)?
Title: Re: The Ranged Problem.
Post by: _uwu_ on December 18, 2017, 06:14:15 pm
talked a lot last night with desire, there might be something causing loads of extra damage output irrespective of the power draw argument

if someone figures out how or why it seems like crossbows are doing more damage than the previous patch of destiny game build, we might get this conundrum under control

as it stands right now, arbs can two shot a tin can in 70 plate armor

wow it's so weird that a weapon that's essentially a miniature ballista can two shot tin cans wow i can't believe this is happening

anyone who says the arb needs a nerf is instantly retarded in my eyes. the weapon has been garbage since it was nerfed in 2013. there's literally no reason to use it over the heavy crossbow or the regular crossbow.
Title: Re: The Ranged Problem.
Post by: Asheram on December 18, 2017, 07:05:05 pm
Plate getting 2 shot by arb is bad but 37h 54b 58l heraldic mail getting 1 shot by plate goon with flamburger is ok?
Title: Re: The Ranged Problem.
Post by: Thryn on December 18, 2017, 07:07:28 pm
Plate getting 2 shot by arb is bad but 37h 54b 58l heraldic mail getting 1 shot by plate goon with flamburger is ok?

idk, i dont have much evidence that supports melee attacks one shotting people. melee is difficult to calculate considering you have two moving people interacting with the in game mechanics, so it is likely that if you were one shot, you were with with really high speed bonus + a hit to the head

i believe up attacks are hard coded to deal more damage than any other of the attacks (read that in a san post years ago)
Title: Re: The Ranged Problem.
Post by: Asheram on December 18, 2017, 07:14:56 pm
I was 1 shot by Random dude with a flamberger. Was low pop so I went to fight someone else instead of 2 team him but he killed my team mate and came up behind me and 1 shot me before I even made it to young dreamer. There's your proof.

I have survived arrows and bolts to the head before with unloomed kettle helmet.
Title: Re: The Ranged Problem.
Post by: RandomDude on December 18, 2017, 07:36:54 pm
I was 1 shot by Random dude with a flamberger. Was low pop so I went to fight someone else instead of 2 team him but he killed my team mate and came up behind me and 1 shot me before I even made it to young dreamer. There's your proof.

I have survived arrows and bolts to the head before with unloomed kettle helmet.

If you were the guy that i jump slashed in the face, then yeah, I had a lot of speed in that attack.

2 shots from arby should kill a tank, otherwise it feels a bit useless, doesn't it?

Also, seeing as you brought up the "low pop" thing, it really ticks me off how some people play in low pop na1. It's a battle, if you're outnumbered, good luck, if you have the numbers, gank. That's how it should be. The best way to kill someone is when they're engaged with another fighter (and if you spectate eu1 you'll see this happening ALL the time.) Most people block really well and I prefer to kill people quickly to make the odds in my teams favour. That's another reason I hate the "duel me if your team have 4 guys but I am the last man alive". It's entirely possible for the 1 guy to kill all 4 if he's a good dueller and has the equipment for it, but the dudes who fought hard to make it 4:1 now have to submit to this silly "honour" idea?

There are people in NA that I just don't want on my team because they won't help me in a fight. I don't really want them on the other team either because some other dudes on my team will feel "honour-bound" to duel them, and most likely lose.

Some builds/weapons are made for duelling, mine is not and the dudes who hang back all round just so they can be the last alive and duel just kills the fun in NA1 for me. I prefer eu1 or na7 because of it, actually.

Maybe my feelings are completely different to everybody else in NA, and if so I just have to suck it up, but if you're expecting me to duel in a battle server, it's not gonna happen ;)
Title: Re: The Ranged Problem.
Post by: belda on December 18, 2017, 08:03:12 pm
Full hp, 1 headshot from an archer and Astorga dies, I love realism, but it applies to everyone equally.  :lol:

Strength: 18
Agility: 24
Iron Flesh: 1
Head armor:55
http://c-rpg.net/?page=itemdetail&id=5392,5392 (http://c-rpg.net/?page=itemdetail&id=5392,5392)
Title: Re: The Ranged Problem.
Post by: Ikarus on December 18, 2017, 08:20:12 pm
Full hp, 1 headshot from an archer and Astorga dies, I love realism, but it applies to everyone equally.  :lol:

Strength: 18
Agility: 24
Iron Flesh: 1
Head armor:55
http://c-rpg.net/?page=itemdetail&id=5392,5392 (http://c-rpg.net/?page=itemdetail&id=5392,5392)

unless you weren't riding full speed towards the archer, a shot like that shouldn't kill you :x
Title: Re: The Ranged Problem.
Post by: Thryn on December 18, 2017, 08:23:41 pm
I was 1 shot by Random dude with a flamberger. Was low pop so I went to fight someone else instead of 2 team him but he killed my team mate and came up behind me and 1 shot me before I even made it to young dreamer. There's your proof.

I have survived arrows and bolts to the head before with unloomed kettle helmet.

you realize this is equivalent to saying "str build flamberge 1 shot me!!11! nerf !11!!"
Title: Re: The Ranged Problem.
Post by: Painmace on December 18, 2017, 08:28:10 pm
Archers arrows already weigh more than the armor you use and my bow about 1/3 of the armor, so having a 30/12 build is not possible, if you dont wish to be left alone versus the whole enemy team. You can outrun anyone with that.
People dont tend to give a fuck about the archers on their team so you cant rely on any help, so you have to be mobile.

I play with a 21/18 build (with PS and IF, which is probably a bad build TBH) my reticle is about double the size of what is shown and it only keep that size for about 5 seconds.
Title: Re: The Ranged Problem.
Post by: Asheram on December 18, 2017, 08:31:53 pm
you realize this is equivalent to saying "str build flamberge 1 shot me!!11! nerf !11!!"
Isn't it equivalent to what your saying about ranged? I didn't run out and make a "the plate problem" thread after it happened either. I guess fast moving plate is ok though, he had to go up hill a bit to get me and you heard him say himself he got a super fast hit on me.
Title: Re: The Ranged Problem.
Post by: Thryn on December 18, 2017, 08:34:06 pm
Isn't it equivalent to what your saying about ranged? I didn't run out and make a "the plate problem" thread after it happened either.

asheram top troll m8, 7/11
Title: Re: The Ranged Problem.
Post by: Asheram on December 18, 2017, 08:42:47 pm
If you were the guy that i jump slashed in the face, then yeah, I had a lot of speed in that attack.

2 shots from arby should kill a tank, otherwise it feels a bit useless, doesn't it?

Also, seeing as you brought up the "low pop" thing, it really ticks me off how some people play in low pop na1. It's a battle, if you're outnumbered, good luck, if you have the numbers, gank. That's how it should be. The best way to kill someone is when they're engaged with another fighter (and if you spectate eu1 you'll see this happening ALL the time.) Most people block really well and I prefer to kill people quickly to make the odds in my teams favour. That's another reason I hate the "duel me if your team have 4 guys but I am the last man alive". It's entirely possible for the 1 guy to kill all 4 if he's a good dueller and has the equipment for it, but the dudes who fought hard to make it 4:1 now have to submit to this silly "honour" idea?

There are people in NA that I just don't want on my team because they won't help me in a fight. I don't really want them on the other team either because some other dudes on my team will feel "honour-bound" to duel them, and most likely lose.

Some builds/weapons are made for duelling, mine is not and the dudes who hang back all round just so they can be the last alive and duel just kills the fun in NA1 for me. I prefer eu1 or na7 because of it, actually.

Maybe my feelings are completely different to everybody else in NA, and if so I just have to suck it up, but if you're expecting me to duel in a battle server, it's not gonna happen ;)
I only mentioned low pop to show I had received no damage from other sources.  I would rather not play on NA server as there are those there that feel they have a right insult you if they are better at the game than you, even going so far as to use you to insult a player you killed.  I use to play on EU alot Friday and Saturday nights after na died down and have never been treated like that there unfortunately 190-200+ ping in this game isn't fun.
I play alot on native GK tdm and native battle servers alot as well and they don't either, I had one person do that on GK tdm but it was a na crpg player using a different name I didn't recognize.
Title: Re: The Ranged Problem.
Post by: Gristle on December 18, 2017, 08:47:47 pm
Make a new thread with a fair OP that discusses more than just damage. There are drawbacks, and crossbows get nerfed all the time. I can't trust a poll like this, because I don't know the motive for the person that favors a nerf. Every nerf vote could be "it killed me so I don't like it!" It also gives no thought to hybrid builds. I'm 113 1-hand / 133 xbow with 7 WM. 184 wpf? That build doesn't have enough points to defend itself in melee even at 8 WM. No, there are too many nuances being ignored here.
Title: Re: The Ranged Problem.
Post by: Thryn on December 18, 2017, 08:54:53 pm
Make a new thread with a fair OP that discusses more than just damage. There are drawbacks, and crossbows get nerfed all the time. I can't trust a poll like this, because I don't know the motive for the person that favors a nerf. Every nerf vote could be "it killed me so I don't like it!" It also gives no thought to hybrid builds. I'm 113 1-hand / 133 xbow with 7 WM. 184 wpf? That build doesn't have enough points to defend itself in melee even at 8 WM. No, there are too many nuances being ignored here.

except the entirety of my argument hasn't revolved around the damage numbers, its about the fact that you can pump these nonrookie numbers out without having to put points into crossbow to use it effectively.

please explain to me how it is fair to do this much damage when all need for an arbalest is 16 strength. to even remotely get close to this as an archer, you must invest in 27+ strength with bodkins & longbow.
Title: Re: The Ranged Problem.
Post by: bensai on December 18, 2017, 09:23:08 pm
im 2 lazy to read all 5 pages of comments so i'll say what i always say: i don't have a huge problem with the damage archers and xbows use. maybe a little damage nerf on BOWS would be fine, plus a larger amount of wpf required to shoot accurately, but the real problem i notice in battle with archers is all of the archers being on one team, or just a large amount of archers on the server relative to infantry or cav.

i forget the name of sexy furry's clan but his clan has several really good archers (btw being a good archer is not comparable 2 being good at melee u r not good at thegame u r trash and u ruin it for people with actual skill just like artillery in world of tanks and shit like that) and when they bannerstack and stick together it's literally cancer. Thryn and i were in TS together playing a couple of days ago and sexy furry, luker and some other archer kept sticking together and going for flags with artorious as their personal bodyguard in case a brave melee warrior or two came after his archers. they would go to flags and camp there capping and every time i went to attack them i had to duel my way through artorious while being shot at by 3 crack archers. there were only 20-25 people on the server at the time so the only real way to win there would be to try and coordinate a whole team to rush these few archers but obviously no one listens or does strats on NA1.
Title: Re: The Ranged Problem.
Post by: BlackxBird on December 18, 2017, 09:25:56 pm
I don´t really get this discussion about what should be nerfed and what is unfair. The only thing that is different right now is that people have to get used to having less str. basically every class. Give people more hp or make armors stronger and the whole discussion is over. Or just make the pierce damage less effective, don´t fuck over classes that some people love to play.
Title: Re: The Ranged Problem.
Post by: belda on December 18, 2017, 10:05:49 pm
unless you weren't riding full speed towards the archer, a shot like that shouldn't kill you :x

It was not the case
Title: Re: The Ranged Problem.
Post by: Tristan_of_Erzoth on December 18, 2017, 10:24:38 pm
Asheram that is unfortunate that it happens on na1 and I'm not innocent I trash talk as well but saying native or eu don't do it is wrong since I've been on both and been shit talked on both by numerous players lol
Title: Re: The Ranged Problem.
Post by: _uwu_ on December 18, 2017, 10:31:34 pm
there is no ranged problem, i don't get why people are saying archery needs a nerf. archery is trash, the only people who do well as archers are people who have been playing archer for years. the real issue is what assington said, all the good archers are always on the same team and they just go for flags.

crossbows aside from the heavy crossbow and normal crossbow are literally useless. after the arb was nerfed into oblivion about three to four years ago, it's just strictly worse than the heavy crossbow for a dedicated xbow build. the only xbow i have an issue with is the regular crossbow, because it lets you hybrid with just about any melee class and you barely lose any efficiency in melee or in xbow since you can have about 120 wpf in each weapon skill
Title: Re: The Ranged Problem.
Post by: Asheram on December 18, 2017, 10:35:21 pm
Asheram that is unfortunate that it happens on na1 and I'm not innocent I trash talk as well but saying native or eu don't do it is wrong since I've been on both and been shit talked on both by numerous players lol
ok let me clarify, I said it hasn't happened to me on eu or native, not saying it doesn't happen. Maybe it's because EU doesn't know me well enough to do it. I am even worse at game in EU with 190-200+ ping.
Native I have been playing exclusively since crpg died and it hasn't happened to me there either except that crpg player I mentioned and was the reason I stopped using Asheram name on native.
You see it as trash talking I don't sry, esp when they even start using me to insult someone I killed.

Maybe I don't notice it as much because it's not directed at me which is how I would like to keep it.

But you are right it is wrong for me to the lump everyone into it for the ones that do and I am sorry.
Title: Re: The Ranged Problem.
Post by: Gristle on December 19, 2017, 01:15:56 am
please explain to me how it is fair to do this much damage

You said it yourself:

Arbalest: 8 bolts per minute on 184 wpf
Archer:   17 arrows per minute on 121 wpf (yew longbow)

The archer fires more than twice as fast AND can move while reloading which is a major factor outside of a controlled test. Look at your damage examples again, but compare two arrows to one bolt. The arrow wins in the 30, 50, and 70 armor catagories. Your test ignores the defining trait that separates bows and crossbows: speed/mobility versus power.
Title: Re: The Ranged Problem.
Post by: Yeldur on December 19, 2017, 01:25:29 am
Well, I forgot to include this to my thoughts;

Arbalest should be 4 slots. There are enough decent 0 slots around to pick from, but it would prevent the user from abusing weapons like spathovaklion and other maces in general, elite scimitar etc. This would give room for maces like german spiral a chance to actually be used in the field. Also all crossbow weights should increase, meaning that playstyle of "when get caught my any melee just run until you can reload" will be less efficient, forcing the crossbowman to either hide real good, or stick with his teammates. As he should.
Bear in mind that this suggestion is the part2 of the first one I made, meaning cutting melee and running capabilities of the arbalest is also supported with higher damage and one shot capabilities.
As much as I hate those cunts who use the spamovaklion with arbalests I disagree, like Cassi said they're supposed to be a siege defense weapon, their reload time should reflect that. An increase in their reload time would balance it out imo.
Title: Re: The Ranged Problem.
Post by: Thryn on December 19, 2017, 02:01:05 am
You said it yourself:

The archer fires more than twice as fast AND can move while reloading which is a major factor outside of a controlled test. Look at your damage examples again, but compare two arrows to one bolt. The arrow wins in the 30, 50, and 70 armor catagories. Your test ignores the defining trait that separates bows and crossbows: speed/mobility versus power.

let's use the 70 armor for example.

Arbalest: ~272 damage per minute
Strength Longbowman: ~323 damage per minute

according to dpm, you are correct. longbows have an advantage over crossbows due to fire rate. to compensate, crossbows do more damage per shot. this is the fundamental difference between archers and crossbows, and i'm not interested in discussing this aspect of the game atm.

what i'm fundamentally concerned with is that in order to be an archer that does damage according to the OP, you must:

-achieve 30 strength and 10 powerdraw
-sacrifice melee capabilities
-dump wpf into archery
-use 3 slots for yew longbow and 1 set of bodkin arrows

*keep in mind that this is a 30 strength archer, many players do not play archer with this build - more balanced builds do not deliver damage that is as comparable to an arbalest as this.

to use an arbalest effectively, you must:

-have 16 strength
-have 3 open slots
-dump wpf into crossbow

for this investment, you can readily deal half health damaging shots to players in ~70 armor.

i hope this helps emphasize the disparity in skill point distribution between archers and crossbowmen.

edit: changed powerstrike to powerdraw
Title: Re: The Ranged Problem.
Post by: Gristle on December 19, 2017, 02:06:17 am
Yes, I've felt for a while that archers were hit too hard with the nerf bat. They used to be something to fear. Anyone with a bow just seems sad now. I don't know why they bother. Personally, I don't want to see crossbows, or any weapon, put in such a pitiful position.
Title: Re: The Ranged Problem.
Post by: Beleg on December 19, 2017, 11:45:19 am
This is why I have no faith in public votes. Those 27 people who said archery should be nerfed are clueless, they don't give a shit about balance, they just voted so because they don't like getting shot at (duh!).

I'm a 21-21 built archer with +3 longbow and bodkins, 7 pd. I can barely do any damage. I can't even one shot other archers with a hs. I love playing with a rusbow or horn bow but they're useless. Imagine being a 2hander and your only viable option is great maul or sth.
Title: Re: The Ranged Problem.
Post by: Lord_Carlos on December 19, 2017, 12:11:31 pm
Bolt do more damage than an arrow. Thats a fact and it should be so
Title: Re: The Ranged Problem.
Post by: Gandalf77 on December 19, 2017, 04:35:55 pm
Bolt do more damage than an arrow. Thats a fact and it should be so

its not fucking realistic game as I said on discord couple of times. It should be balanced, for now xbows does to big dmg, reload fast because you can put tons of points into wpf. Crossbomen are so fast that they can easily dodge incoming cav and 1 shoot them. Arbalest +3 1 hit people with 30 armor when they are moving towards bolt, it couldnt kill a fucking peasant 1 year ago with 1 bolt, today it kills medium armored guys easily... and so many stupid cunts who use that op shit keep saying "its fine its fine" because thats only way they can get a kill in this game, stfu. Nerf that shit.
Title: Re: The Ranged Problem.
Post by: njames89 on December 19, 2017, 04:41:23 pm
Damn look at you lot bustin' out the calculators. Love it!
Title: Re: The Ranged Problem.
Post by: Asheram on December 19, 2017, 05:43:38 pm
visitors can't see pics , please register or login

Gandalf must never have played native if he thinks xbows reload fast here.
Title: Re: The Ranged Problem.
Post by: Gandalf77 on December 19, 2017, 05:56:07 pm
visitors can't see pics , please register or login

Gandalf must never have played native if he thinks xbows reload fast here.

https://clips.twitch.tv/PleasantCoyWatermelonFreakinStinkin
https://youtu.be/k8Eq2gVWlMg?t=19m

no ofc I havent
there is more of that
Title: Re: The Ranged Problem.
Post by: Asheram on December 19, 2017, 06:16:50 pm
The gif was for James and whoever was breaking out the calculators. :P
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 19, 2017, 06:35:09 pm
Ranged kills and armor alone doesnt save you? I guess youre out of options, nerf it  :cry:

Also poll is botched, where are the buff options?
Title: Re: The Ranged Problem.
Post by: Thryn on December 19, 2017, 06:56:05 pm
This is why I have no faith in public votes. Those 27 people who said archery should be nerfed are clueless, they don't give a shit about balance, they just voted so because they don't like getting shot at (duh!).

I'm a 21-21 built archer with +3 longbow and bodkins, 7 pd. I can barely do any damage. I can't even one shot other archers with a hs. I love playing with a rusbow or horn bow but they're useless. Imagine being a 2hander and your only viable option is great maul or sth.

at the same token there are going to going to be people who are going to be against a nerf even if, at the current state, that class is overpowered. i could expand on the poll and make it less cancerous, but eh, i think if i changed it now i'd get less votes. if i had made it simply "does crossbow need changed or no" you would've seen a massive call for change (meaning one side wouldve been unbalanced by people voting nerf because they hate ranged).

regarding archery, i think the most logical thing to do is buff balanced builds and tune down longbowman. if archers got buffed hard, we'd see those strength longbowman dishing out ungodly damage.
Title: Re: The Ranged Problem.
Post by: njames89 on December 19, 2017, 07:24:27 pm
visitors can't see pics , please register or login
Title: Re: The Ranged Problem.
Post by: Asheram on December 19, 2017, 07:49:33 pm
Make xbows do less damage but reload as fast as native.
Title: Re: The Ranged Problem.
Post by: Thryn on December 19, 2017, 08:20:08 pm
Make xbows do less damage but reload as fast as native.

can you think of any reasons as to why the developers might not want to go forward with this idea?
Title: Re: The Ranged Problem.
Post by: Asheram on December 19, 2017, 08:37:38 pm
can you think of any reasons as to why the developers might not want to go forward with this idea?
visitors can't see pics , please register or login

(click to show/hide)
Title: Re: The Ranged Problem.
Post by: Blackbow on December 20, 2017, 07:14:21 pm
i was wrong
str archer builds are still present and dominant...

i miss the time where agi was about speed rating and accuracy and str was for damage
we had to invest in both to do balanced builds between str and agi
now str is all about accuracy and damage agi is just speed rating...

imo this is fucking retarded and make archers too powerfull ...
Title: Re: The Ranged Problem.
Post by: Algarn on December 20, 2017, 07:41:09 pm
str archer builds are still present and dominant...

Present, yes. Dominant, perhaps, until you get caught by a dedicated melee player that will wreck you. For example, I have at level 32:

- 45 body armor
- 5 wpf in 1h, with 5 PS
- 4 athl
- 65 hp

Fighting a strength archer is a free kill, unless they use the nudge and manage to kite you with their OP 4/5 athl.

now str is all about accuracy and damage agi is just speed rating...

Again get your facts straight, with 120wpf and 10PD, I can't hold my arrow for more than .5 second and have some shitty initial dispersion, meaning I can't shoot beyond 40m and score headshots most of the time; also add to that I can not shoot more than 15 arrows per minute, or an arrow every 4 seconds. The only way to make balanced archer builds more prevalent is to increase the damage of the bows, which will result in a massive accuracy loss for STR builds (and massive damage on the other hand). If it was up to me to rebalance it, I'd increase the damage (and accuracy) of all bows by 2 or 3, and sharply increase the time to draw a bow. You are accurate, you deal damage, but you got to choose between medium risk/medium reward, and high risk/high reward : the AGI builds would be able to shoot more often, to have more athletics and WPF in both melee and archery, adding to survivability (hence the "lesser risk"), while playing an archer based on strength would mean you'd deal a lot of damage and be accurate (for a short period of time, because less wpf), yet you'd be very, very slow to draw, and very vulnerable to agi-based melee characters if they get close to you, like right now.

However, suggesting an archer revamp is just out of the window, considering most people wanted this class to be nerfed into oblivion since december 2010.
Title: Re: The Ranged Problem.
Post by: bensai on December 20, 2017, 08:34:49 pm
You said it yourself:

The archer fires more than twice as fast AND can move while reloading which is a major factor outside of a controlled test. Look at your damage examples again, but compare two arrows to one bolt. The arrow wins in the 30, 50, and 70 armor catagories. Your test ignores the defining trait that separates bows and crossbows: speed/mobility versus power.

Don't forget that using a powerful bow requires a large investment of attribute AND skill points in the str department, whereas you could potentially have 10 athletics and be using a heavy xbow (14/30 build with 10 ath, 3 wm, 132 wpf in xbow @ lvl 30). Or you could be 15/24, use a heavy xbow, have 8 athletics, 5 ps, 5 wm, 4 if, have 135 xbow wpf, and 90 wpf in any melee type of your choosing. That gives you some crazy kiting ability/mobility.

However I am of the mindset the crossbows are absolutely fine where they are at, maybe a slight difficulty increase but apart from that I just think bow accuracy/wpf ratio should be made so that being a str archer (8+ PD) will take a huge huge toll on your accuracy and firerate.
Title: Re: The Ranged Problem.
Post by: Gandalf77 on December 21, 2017, 02:17:41 am


str archers cant run out from inf  so they are not able to shoot that many arrows sometimes .Xbowmen can run like fucking donkeys with their full agi builds. Try to kill them with cav, good luck with it, they can easily avoid every charge. And because of high ath and blunt weapon they can beat regular inf with 2-3 hits.
Title: Re: The Ranged Problem.
Post by: Blackbow on December 21, 2017, 07:04:20 pm
the most funny is now archers have lost their mobility and xbowers who are suposed to be a static class have more mobility than archers ...

and i also dont get why the 3 most powerfull bows have also the bigest accuracy... wich make them wait to powerfull and easy.
there is no point anymore at using something else than yew longbow or longbow .

mw yew longbow : 105 accuracy
mw longbow : 106 accuracy (dafuk its suposed to be a bow hard to bend and it's also one of the most powerfull)
mw rusbow : 105
mw composite bow : 104
mw horn bow : 104

imo longbows should be around 98 and 99 accuracy
rusbow around 100
composite and horn around 103/104 like they are now ...

most of the time i play with horn wich deal no damage, and yesterday i was like dam i need more damage, i will have to use a longbow but because my 18 str i will have shit accuracy then i realize than i was rly much more accurate with a yew longbow than my hornbow
to me it's a no sense and make str build way too accurate...
Title: Re: The Ranged Problem.
Post by: bensai on December 21, 2017, 07:06:01 pm
the most funny is now archers have lost their mobility and xbowers who are suposed to be a static class have more mobility than archers ...

and i also dont get why the 3 most powerfull bows have also the bigest accuracy... wich make them wait to powerfull and easy.
there is no point anymore at using something else than yew longbow or longbow .

mw yew longbow : 105 accuracy
mw longbow : 106 accuracy (dafuk its suposed to be a bow hard to bend)
mw rusbow : 105
mw composite bow : 104
mw horn bow : 104

imo longbows should be around 98 and 99 accuracy
rusbow around 100
composite and horn around 103/104 like they are now ...

most of the time i play with horn wich deal no damage, and yesterday i was like dam it i need more damage i will have to use a longbow but because my 18 str i will have shit accuracy then i realize than i was rly much more accurate with a yew longbow than my hornbow
to me it's a no sense and make str build way too accurate...

I agree, powerful bows should be more 'cannon' like. less accuracy for much higher damage. the shorter bows should be the less damaging sniper bows.
Title: Re: The Ranged Problem.
Post by: Algarn on December 21, 2017, 07:59:32 pm
the most funny is now archers have lost their mobility and xbowers who are suposed to be a static class have more mobility than archers ...

and i also dont get why the 3 most powerfull bows have also the bigest accuracy... wich make them wait to powerfull and easy.
there is no point anymore at using something else than yew longbow or longbow .

mw yew longbow : 105 accuracy
mw longbow : 106 accuracy (dafuk its suposed to be a bow hard to bend and it's also one of the most powerfull)
mw rusbow : 105
mw composite bow : 104
mw horn bow : 104

imo longbows should be around 98 and 99 accuracy
rusbow around 100
composite and horn around 103/104 like they are now ...

most of the time i play with horn wich deal no damage, and yesterday i was like dam i need more damage, i will have to use a longbow but because my 18 str i will have shit accuracy then i realize than i was rly much more accurate with a yew longbow than my hornbow
to me it's a no sense and make str build way too accurate...
I agree, powerful bows should be more 'cannon' like. less accuracy for much higher damage. the shorter bows should be the less damaging sniper bows.

Seriously, no.

The high accuracy values are here to compensate for the fact that the more damage your bow does, the less accurate it actually is. A horn bow will ALWAYS be more accurate than a Yew Longbow, nearly regardless of WPF.
Now, be careful for what you wish for. If you touch the accuracy values on higher end bows, STR builds will be killed off entirely, while agi builds will remain as ineffective (read : garbage) as they already are. I don't know what you're trying to achieve, but nerfing accuracy this much would basically turn longbowmen into RNG characters more than anything else, dealing the same amount of damage, but with such a low accuracy it'd be comically bad. Agi archers, on the other hand, would be able to make use of longbows, but would still be stuck into the trashcan they're already at because the damage values would be unchanged.

I'll repost this, because it seems neither of you seem to have actually read it.

Again get your facts straight, with 120wpf and 10PD, I can't hold my arrow for more than .5 second and have some shitty initial dispersion, meaning I can't shoot beyond 40m and score headshots most of the time; also add to that I can not shoot more than 15 arrows per minute, or an arrow every 4 seconds.

Tell me more about being accurate when I can't headshot people beyond 50m half of the time.

EDIT :

Here, just to prove you're completely wrong about accuracy, here is a screen comparison, even better that the Yew Longbow I'm using only does 31 damage instead of 32 because I'm too poor to buy a final LP, meaning I should be even less accurate. If you bothered to back your claims about accuracy with screenshots, that'd be great.

Horn Bow : https://imgur.com/a/SOvrq
Yew Longbow : https://imgur.com/a/bvTV0
Title: Re: The Ranged Problem.
Post by: Grytviken on December 21, 2017, 08:59:59 pm
Firstly, I'm posting this in General Discussion because I believe that it will attract more eyes and this discussion needs to be presented (or continued) in a manner that will expose itself to as much of the playerbase as possible.

I decided to test some of the capabilities of ranged builds that are attainable in cRPG. Below is the data that I collected on a character that had 59 hit points (24 strength and no Iron Flesh).


▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀

I only tested two builds: one for crossbow, one for archery. The crossbow build was designed to meet the basic requirements of using an arbalest (16 strength) whilst the archery build focused on a strength based yew longbowman (30 strength and 12 athletics).

Important info regarding builds:

Arbalest:                        Yew Longbow Archer:

18 strength                    30 strength
184 wpf                         121 wpf

(click to show/hide)
(click to show/hide)

*Note that all shots were taken from the same distance as represented by the "Reticle for Arbalest" screenshot.

On the testing parameters:

Each shot was fired at a non-moving (no speed bonus) target that wore armors at varying intervals. The armor scales as follows: 0, 30, 50, 70. These intervals were chosen to represent base damage, light armor, medium armor, and heavy armor. No ranged weapon tested utilized heirloom points. The archer utilized bodkin arrows and the arbalest used steel bolts.

Now, for damage reports:

Archer:
(click to show/hide)

Arbalest:
(click to show/hide)

Estimated Hit point calculations:
(click to show/hide)

Arbalest: 8 bolts per minute on 184 wpf
Archer:   17 arrows per minute on 121 wpf (yew longbow)

Final note: The arbalest does not have any power draw requirements, meaning anyone who has 16+ strength can use it. Additionally, you do not need to bring bolts into battle because it comes preloaded on spawn.

The damage is alot higher when someone is moving.

Also Arbalest headshot will kill anything in 1 shot regardless of IF or Armor.

Title: Re: The Ranged Problem.
Post by: bensai on December 21, 2017, 09:29:19 pm
Seriously, no.

The high accuracy values are here to compensate for the fact that the more damage your bow does, the less accurate it actually is. A horn bow will ALWAYS be more accurate than a Yew Longbow, nearly regardless of WPF.
Now, be careful for what you wish for. If you touch the accuracy values on higher end bows, STR builds will be killed off entirely, while agi builds will remain as ineffective (read : garbage) as they already are. I don't know what you're trying to achieve, but nerfing accuracy this much would basically turn longbowmen into RNG characters more than anything else, dealing the same amount of damage, but with such a low accuracy it'd be comically bad. Agi archers, on the other hand, would be able to make use of longbows, but would still be stuck into the trashcan they're already at because the damage values would be unchanged.

I'll repost this, because it seems neither of you seem to have actually read it.

Tell me more about being accurate when I can't headshot people beyond 50m half of the time.

EDIT :

Here, just to prove you're completely wrong about accuracy, here is a screen comparison, even better that the Yew Longbow I'm using only does 31 damage instead of 32 because I'm too poor to buy a final LP, meaning I should be even less accurate. If you bothered to back your claims about accuracy with screenshots, that'd be great.

Horn Bow : https://imgur.com/a/SOvrq
Yew Longbow : https://imgur.com/a/bvTV0

I didn't make any claims about accuracy, only made a suggestion based off of my experience. Also, you say that with 10 pd and 120 wpf that you have very a very small window for "accurate" fire. I feel as though 30 strength on an archer should be as hindering as it would for an infantryman with 30 strength; as infantry with a 30/9 build, you would have 3 WM which is 100 wpf in any melee weapon. With that wpf you are are looking at getting stunlocked when you stab, have poor overall timing, etc. Also 3 athletics is going to make footwork impossible. All-in-all you are going to be a 1 trick pony: smashing people's asses in groupfights and maybe getting those lucky hits in duels.

I will do some testing with bows and stats when I get a friend on to test with me. I'll do some tests with low str longbow builds and high str horn bow builds and just see how it all looks. I'm not an archer in cRPG by any means so I'm not trying to be pretentious here, but I've been shot my archers in cRPG for 5 years and have a good feel for how strong they should be against various infantry builds.

Lastly, bows shouldn't be pinpoint accurate at more than 50m at all, doesn't that fall under the purpose of a crossbow in the game's meta? Isn't a bow historically meant for volleying and indirect fire at long range, only shooting directly when close to the target?
Title: Re: The Ranged Problem.
Post by: Blackbow on December 21, 2017, 09:56:16 pm
no algarn horn is less accurate than yew, longbow and rus believe me !
and your strengh already alow you to be far more accurate at long range than agi builds ...
your shots are straight where mine are rly curved
Title: Re: The Ranged Problem.
Post by: Thryn on December 21, 2017, 09:59:48 pm
The damage is alot higher when someone is moving.

Also Arbalest headshot will kill anything in 1 shot regardless of IF or Armor.

dmg can be a lot lower if someone is moving the opposite direction

it depends on what is going on exactly when someone is shot, but if we shoot a static target over and over we can get a pretty good understanding of what average damage output is
Title: Re: The Ranged Problem.
Post by: Druzhina_100km on December 21, 2017, 10:02:38 pm
I wrote about it 7-8 hrs ago but i want to play
I dont see EU servers. Can anybody help me?
Title: Re: The Ranged Problem.
Post by: Grytviken on December 21, 2017, 10:05:02 pm
dmg can be a lot lower if someone is moving the opposite direction

it depends on what is going on exactly when someone is shot, but if we shoot a static target over and over we can get a pretty good understanding of what average damage output is

Most of the ridiculously high damage comes from the speed and elevation damage bonuses not the base damage. Hardly anyone is not moving when they get shot.
Title: Re: The Ranged Problem.
Post by: Thryn on December 21, 2017, 10:13:14 pm
Most of the ridiculously high damage comes from the speed and elevation damage bonuses not the base damage. Hardly anyone is not moving when they get shot.

you can't say for certain as for which direction each person is moving at all times and whether or not that shot is doing more or less dmg based on speed bonus

i'd say that arbalest doing ~36 dmg thru tincan is extremely powerful and bumping it up another 8 points with speed damage is saying something

if ur arguing that my test represents on average lower outputs than what you'd experience in battle server, i'd understand your point better
Title: Re: The Ranged Problem.
Post by: Grytviken on December 21, 2017, 10:25:28 pm
you can't say for certain as for which direction each person is moving at all times and whether or not that shot is doing more or less dmg based on speed bonus

i'd say that arbalest doing ~36 dmg thru tincan is extremely powerful and bumping it up another 8 points with speed damage is saying something

if ur arguing that my test represents on average lower outputs than what you'd experience in battle server, i'd understand your point better

Way lower on average. You should test the damage on a moving target and on a moving target when the range is at a higher elevation. The speed bonus is more than double the base damage.
Title: Re: The Ranged Problem.
Post by: woody on December 21, 2017, 10:36:35 pm
Eu1 is dying to ranged spam, then dying to cav spam, if you survive those you die to the groups of 5-6 good players who run around together. Its always been that way.
Title: Re: The Ranged Problem.
Post by: Algarn on December 21, 2017, 11:06:47 pm
I didn't make any claims about accuracy, only made a suggestion based off of my experience.

That bit was mainly destined to Blackbow, his claims are just wrong. What you said however, I do not agree with at all, if anything, the last thing this game needs is some more RNG, truly not a good idea especially when we're talking about skill-based games.

Quote
powerful bows should be more 'cannon' like. less accuracy for much higher damage. the shorter bows should be the less damaging sniper bows.
The thing is that it is already the case, and pushing it any further will just throw off the balance completely.

Also, you say that with 10 pd and 120 wpf that you have very a very small window for "accurate" fire. I feel as though 30 strength on an archer should be as hindering as it would for an infantryman with 30 strength; as infantry with a 30/9 build, you would have 3 WM which is 100 wpf in any melee weapon. With that wpf you are are looking at getting stunlocked when you stab, have poor overall timing, etc. Also 3 athletics is going to make footwork impossible. All-in-all you are going to be a 1 trick pony: smashing people's asses in groupfights and maybe getting those lucky hits in duels.

You highlight the drawbacks of not having a lot of AGI, well, guess what, I can't have any footwork either, have even less hp, just 5 wpf in melee, and so on... STR archers deal with the same problems as melee characters focused on STR.


I will do some testing with bows and stats when I get a friend on to test with me. I'll do some tests with low str longbow builds and high str horn bow builds and just see how it all looks. I'm not an archer in cRPG by any means so I'm not trying to be pretentious here, but I've been shot my archers in cRPG for 5 years and have a good feel for how strong they should be against various infantry builds.


You'll likely find the same results as I did :

- you'll be slower to draw your bow
- your arrows will be faster
- your initial spread will be mediocre, regardless of your build (27/15 or 30/12)
- said spread will bloom way faster with a Yew Longbow than with a Horn Bow or any bow with less damage
- initial spread will be tighter with lower damage bows in general (bar the short bow and the regular bow for their very low accuracy value)

Of all the things to nerf (and if a nerf there needs to be), the accuracy of strength builds is the last thing to pick from. You sacrifice already a lot by going for such build.


Lastly, bows shouldn't be pinpoint accurate at more than 50m at all, doesn't that fall under the purpose of a crossbow in the game's meta?

The crossbow, is more anchored into a sniper role because of the unlimited time you can spend with the bolt ready to release; as well as very high damage, speed and base accuracy values, and also no power draw penalties at all, which means even more accuracy. An arbalest shot will always be way faster than a shot from a composite bow and 8 PD (highest arrow speed combination), and currently, the bows at 28 base damage and above are the least accurate of all.

TLDR : Powerful bows aren't accurate with high strength builds, nerfing their accuracy would be a huge mistake. I enjoy archery as a class, but I can't tell how many shots I've missed just because of how inaccurate my character is. While a nerf is what most people want, I think it needs a revamp, separating the bows further between fast, and slow firing bows, and increasing the damage all across the board with a big increase in draw times, so STR builds are heavily penalized for missing due to their low wpf, while AGI and balanced archer builds will deal less damage overall, but have more chances to hit a target in a time window.
Title: Re: The Ranged Problem.
Post by: Yeldur on December 21, 2017, 11:25:47 pm
Seriously, no.

The high accuracy values are here to compensate for the fact that the more damage your bow does, the less accurate it actually is. A horn bow will ALWAYS be more accurate than a Yew Longbow, nearly regardless of WPF.
Now, be careful for what you wish for. If you touch the accuracy values on higher end bows, STR builds will be killed off entirely, while agi builds will remain as ineffective (read : garbage) as they already are. I don't know what you're trying to achieve, but nerfing accuracy this much would basically turn longbowmen into RNG characters more than anything else, dealing the same amount of damage, but with such a low accuracy it'd be comically bad. Agi archers, on the other hand, would be able to make use of longbows, but would still be stuck into the trashcan they're already at because the damage values would be unchanged.

I'll repost this, because it seems neither of you seem to have actually read it.

Tell me more about being accurate when I can't headshot people beyond 50m half of the time.

EDIT :

Here, just to prove you're completely wrong about accuracy, here is a screen comparison, even better that the Yew Longbow I'm using only does 31 damage instead of 32 because I'm too poor to buy a final LP, meaning I should be even less accurate. If you bothered to back your claims about accuracy with screenshots, that'd be great.

Horn Bow : https://imgur.com/a/SOvrq
Yew Longbow : https://imgur.com/a/bvTV0

idk making all archer builds useless thus killing the class sounds great to me
Title: Re: The Ranged Problem.
Post by: Leesin on December 22, 2017, 09:48:01 am
Buff HA so I can farm more salt, that's my only suggestion. It's amazing that even with HA nerfed into the fucking ground, you can still make bitches rage quit and rage poll.
Title: Re: The Ranged Problem.
Post by: Beleg on December 22, 2017, 11:52:38 am
People always rage about stuff. HA is even shittier than regular archery, and everytime I think about archery I want to kill myself. I've developed a strnge sense of respect and admiration for those who try to play HA these days.
Title: Re: The Ranged Problem.
Post by: Blackbow on December 22, 2017, 01:09:38 pm

TLDR : Powerful bows aren't accurate with high strength builds, nerfing their accuracy would be a huge mistake. I enjoy archery as a class, but I can't tell how many shots I've missed just because of how inaccurate my character is. While a nerf is what most people want, I think it needs a revamp, separating the bows further between fast, and slow firing bows, and increasing the damage all across the board with a big increase in draw times, so STR builds are heavily penalized for missing due to their low wpf, while AGI and balanced archer builds will deal less damage overall, but have more chances to hit a target in a time window.

comon algarn stop making your 30/12 build put a bit more wpf and you will have accuracy
you keep doing the same builds like before the xp roll back it cant work ...
archery is fucked now ... there is no point to play it anymore... atm i just dont know what to play else...
most powerfull bows cant be also the most accurate it's not about rng its just you will not be able to shoot from each side of the map with a 30/12 build but make a 24/18 everything is fine ...
like someone said it's like if all 2handers had a unique weapon to play with ...
there is no fucking sense to bows stats actualy and it make just the most gay kind of builds op as fuck
in the past longbow had 99 accuracy and you was dealing with it algarn ... 106 accuracy cmon it's fucking op

anyway i want to vomit each time i see those xbowers running at light speed with their 2000 wpf ...
you run to them go to swing and during your animation they have time to run back, go take a cofee, eat a cookie and coming back to swing into your face and make you knock down on first hit with their fucking op shit mace...
i bet they dont even have the 3d model flying projectile size reduction
i cant see my fucking arrows !!!

Title: Re: The Ranged Problem.
Post by: Nehvar on December 22, 2017, 11:15:51 pm
So I've been playing a generation of xbow for the first time in a long while the past couple days.  I've shot many schmucks and been shot to pieces by many a rancid aimbotting shitlord.  My observations so far are that none of the ranged builds, save certain throwing builds, are currently overpowered (when there are a decent number of players on (EU**)). 

On numerous occasions, yesterday in particular, I saw a cluster of shield-having melee rush the opposing team's ranged camp and easily roll them up.  They took some losses in the process but so what?  This isn't rock-paper-scissors.  Having a shield doesn't guarantee you a win against ranged and it shouldn't.  It's just an advantage.  The fact remains that a bunch of melee with proper shields and a little teamwork turned a ranged problem into a non-problem.

With that in mind, it is my opinion that people complaining about ranged should invest in a shield and give working together a try.  All it costs is one tier of either STR or AGI from your min-maxed s-key heroes.


**It's a different story on NA with 10v10's.


On a related note:  I think this game would benefit from making it easier to split wpf between two weapon classes.  I had to go with 7WM on my hoplite to get a workable amount of 1h/pole and 8WM on my arbomolester to be able to shoot straight and still have a minimum 1h proficiency...and I don't think anyone likes a ranged with 8 athletics.  Being able to more efficiently make use of a side-arm might reduce the gripes about having to pick up a shield as well.   Perhaps an improved "synergy"-type bonus specifically for the 1h proficiency.  One that is gained with investment in any other WPF including ranged...  Yeah, I don't know.  This will take considerably more thought than the thirty minutes I've given it. 
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 22, 2017, 11:42:14 pm
Eu1 is dying to ranged spam, then dying to cav spam, if you survive those you die to the groups of 5-6 good players who run around together. Its always been that way.

Buff melee, better shields & better spears. Bigger block radius on shields, reintroduce instant rearing horses with spears.

Some minor things, but in the end people play those classes because they are still fun. I get very bored with melee quick, something about the pace it gone. I can see how people enjoy ranged more, its probably way more rewarding gameplay wise. Same with cav, you get fast paced gameplay with a lot of potential oneshot kills. Compared to melee where you struggle to kill anyone because people block and tank so much.
Title: Re: The Ranged Problem.
Post by: Gristle on December 23, 2017, 09:59:30 am
Some minor things, but in the end people play those classes because they are still fun.

This is why I'm in favor of buffs over nerfs. Make cRPG fun again!
Title: Re: The Ranged Problem.
Post by: Ikarus on December 23, 2017, 11:52:36 am
Quote
reintroduce instant rearing horses with spears

explain plz because I get reared by any polearm and 2h in polearm mode there is out there
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 23, 2017, 12:33:04 pm
explain plz because I get reared by any polearm and 2h in polearm mode there is out there

Spears used to rear horses no matter what, even if its an instant glance thrust. As in native. If you stab towards the horse and it connects in any manner, the horse is stopped.
Title: Re: The Ranged Problem.
Post by: Chasey on December 23, 2017, 12:50:13 pm
Buff melee, better shields & better spears. Bigger block radius on shields, reintroduce instant rearing horses with spears.

Some minor things, but in the end people play those classes because they are still fun. I get very bored with melee quick, something about the pace it gone. I can see how people enjoy ranged more, its probably way more rewarding gameplay wise. Same with cav, you get fast paced gameplay with a lot of potential oneshot kills. Compared to melee where you struggle to kill anyone because people block and tank so much.

This, make melee fun again. Pre turn rate nerf and sweet spot rework. You use to be able to fight several people with ease but now any engagement with more than 3 people becomes a glance fest and the fact everybody is a pro blocker now makes fights last long enough that every 1 on 1 turns into a group fight. I mainly play my crossbow because I don't have to worry about cav, ranged or getting ganked and glancing. Ranged has been the same its always been , its just there's more now because melee isn't as fun and you don't have the tools to fight in groups efficiently anymore. Well that's my opinion anyway :P

Bring back pre turn rate nerf and old sweetspots !!!
Title: Re: The Ranged Problem.
Post by: Paul on December 23, 2017, 05:53:31 pm
Most of the ridiculously high damage comes from the speed and elevation damage bonuses not the base damage. Hardly anyone is not moving when they get shot.

High shot speed weapons profit the least from movement speed and elevation because their native speed is about a magnitude higher than any impact velocity that can be gained during flight. Throwing weapons are a different story. I explained it here (http://forum.melee.org/game-balance-discussion/longbow-worse-than-pre-patch/msg84296/#msg84296).

Furthermore at some point Tydeus even changed the parameter "missile_damage_speed_power" from the Native exponent(1.9) to a linear relation (exponent 1.0), effectively reducing damage gain/loss from midair projectile velocity change. Dunno if that was reverted though.
Title: Re: The Ranged Problem.
Post by: Grumbs on December 23, 2017, 06:07:32 pm
I don't really mind the melee turn speed. I think it makes the game a bit more difficult in a good way. I'd rather just have more reliable stabs that don't glance as much later in the animation. I'm sure that was changed at some point to nerf longer stabbing polearms
Title: Re: The Ranged Problem.
Post by: RD_Professor on December 23, 2017, 06:49:01 pm
I'm sure that was changed at some point to nerf longer stabbing polearms
that change is unacceptable. longer stabbing polearms must do at least 40 p damage on swing and thrust, patching game right now. don't worry, the patch will only break the game for 3 weeks, as normal.
Title: Re: The Ranged Problem.
Post by: Fungus on December 23, 2017, 06:50:26 pm
yeah stabby poles seem to glance at least 4/5 times for me
Title: Re: The Ranged Problem.
Post by: Thryn on December 23, 2017, 06:54:57 pm
that change is unacceptable. longer stabbing polearms must do at least 40 p damage on swing and thrust, patching game right now. don't worry, the patch will only break the game for 3 weeks, as normal.

you keep on proving why you were made a developer, classic
Title: Re: The Ranged Problem.
Post by: Grumbs on December 23, 2017, 07:23:28 pm
that change is unacceptable. longer stabbing polearms must do at least 40 p damage on swing and thrust, patching game right now. don't worry, the patch will only break the game for 3 weeks, as normal.

Don't need to go overboard, just a bit more of a time window on damage with the stabs. Its like they have 1/4 the reach they should because they glance so easily

It will mean that cavalry are a bit less dominant too. So you don't have to nerf them
Title: Re: The Ranged Problem.
Post by: Grytviken on December 23, 2017, 08:28:24 pm
High shot speed weapons profit the least from movement speed and elevation because their native speed is about a magnitude higher than any impact velocity that can be gained during flight. Throwing weapons are a different story. I explained it here (http://forum.melee.org/game-balance-discussion/longbow-worse-than-pre-patch/msg84296/#msg84296).

Furthermore at some point Tydeus even changed the parameter "missile_damage_speed_power" from the Native exponent(1.9) to a linear relation (exponent 1.0), effectively reducing damage gain/loss from midair projectile velocity change. Dunno if that was reverted though.

Missile Speed was increased across the board, i'm not sure if the missile damage speed power was changed but the falloff ranges must be way different. I've been regularly 1-2 shot in Full Gothic Plate with 27 str and other ppl have tested and reported huge spikes in damage as well.

http://forum.melee.org/announcements/04-5-4/
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 24, 2017, 12:13:59 am
Melee weapons being fun to use, feel well controlled and having satisfying feedback? Not on my watch!

Playing native without turnrate nerfs just baffles me as to why they were ever introduced. But crying seemed to always be the deadliest weapon. It nearly killed the mod, which was always considered dead to begin with!
Title: Re: The Ranged Problem.
Post by: Fungus on December 24, 2017, 12:41:45 am
There are just too many archers on the server atm
at least 60% either are playing bow or using an xbow
Mercs I'm looking at you you ranged cunts!!
Title: Re: The Ranged Problem.
Post by: Viscount on December 24, 2017, 01:20:02 am
You guys are overreacting on xbows but archery for range could be a little nerfed or have a con at least.
if your doing bow you can do a shit ton of damage and run out anyone but die in 1-2 hits.
However you just need a shield to stop these range issues. to many players are currently 2h or polerarmers which is the reason why so much people are calling for a nerf.

Shielder sucks vs polearms but great vs 1h,range
2h great on every class
polearm grand on cav and everything.
range, grand on inf without shields, terrible defence weak against shielders & cav.
Cav good  vs everything but polearms.
Title: Re: The Ranged Problem.
Post by: Algarn on December 24, 2017, 01:48:08 am
There are just too many archers on the server atm
at least 60% either are playing bow or using an xbow
Mercs I'm looking at you you ranged cunts!!

Strangely, there is no coordination/any kind of order making our members play ranged classes, they might be just like the rest of the damn server, who knows ?

 ¯\_(ツ)_/¯
Title: Re: The Ranged Problem.
Post by: Fungus on December 24, 2017, 02:00:05 am
either way you cunts have forced me to play cav  :mad: :mad: :mad:
Title: Re: The Ranged Problem.
Post by: Grumbs on December 24, 2017, 11:58:38 am
I think you shouldn't be able to have your cake and eat it too. If you want to be a ranged god then you shouldn't be a melee god too. Should make ammo use up slots again and get rid of 0 slot weapons. We're back in the olden days of melee/ranged hybrids that shoot all round then kill with high damage blunt weapons towards the end of the round. We have ladders too so they are safer from cav. There is no sensible reason why archers and throwers need to take points away from other areas so they can use their ranged weapon but crossbowers don't. Yet their effectiveness as a ranged class is the same as a bowman

I always thought of throwers as the middle ground between ranged and melee. If you want to be good at melee too you should be a thrower and live with the downsides of a thrower (less accurate compared to true ranged classes so have to get closer to the melee playeres and less ammo)
Title: Re: The Ranged Problem.
Post by: Beleg on December 24, 2017, 12:13:20 pm
I think you shouldn't be able to have your cake and eat it too. If you want to be a ranged god then you shouldn't be a melee god too. Should make ammo use up slots again and get rid of 0 slot weapons. We're back in the olden days of melee/ranged hybrids that shoot all round then kill with high damage blunt weapons towards the end of the round. We have ladders too so they are safer from cav

I always thought of throwers as the middle ground between ranged and melee. If you want to be good at melee too you should be a thrower and live with the downsides of a thrower (less accurate compared to true ranged classes so have to get closer to the melee playeres and less ammo)
fyi, bodkin arrows ( the best option for archers) take 1 slot. So, you gotta have a 2 slot bow and 2 quivers of arrows and you're full. If you get rid of 0 slot weapons, what are archers supposed to do? They can't outrun the melee. They shouldn't have a chance fight back either? It's not like one can be a melee god with a mere spiked mace and no 1h wp.

Title: Re: The Ranged Problem.
Post by: Grumbs on December 24, 2017, 12:18:24 pm
I don't mean remove all, just have it like it used to be - those shitty hatchets or whatever. Not bloody Gross messer and heavy blunt weapons that knock down 80% of the time. Its not like you couldn't spare one slot for a weapon anyway - you don't have to have a 2 slot bow and a good melee weapon. This is what I mean about having cake and eating it - you should have to make some sacrifice in one area or the other. Want to be a good all rounder? Take a worse bow and worse ammo

The 0 slot ammo on the bow is only 1 less cut that the 1 slot anyway. I was mostly talking about crossbowers when I mentioned ammo slots though
Title: Re: The Ranged Problem.
Post by: Beleg on December 24, 2017, 12:24:45 pm
I understand what you're saying. I played with a hornbow + scimitar combo for a long time. But this is almost impossible these days, cuz 1 slot bows are useless. Back in the day, it was viable to be an agi archer with a fast but low dmg bow. Now it's not. Hell, back in the day there was an archer whose name I can't remember, he'd terrorize eu1 with his nomad bow. I tried it recently. You can't do any damage to plates with most of the time and I don't mean low dmg. I mean No dmg.
Title: Re: The Ranged Problem.
Post by: Gristle on December 25, 2017, 01:56:55 am
There is no sensible reason why archers and throwers need to take points away from other areas so they can use their ranged weapon but crossbowers don't. Yet their effectiveness as a ranged class is the same as a bowman

I do have to make sacrifices to use my crossbow, just not as much as an archer. The idea behind it is bows take training, while crossbows are like medieval guns. Just pull the trigger. The balancing factor should be mobility.

You want to talk about the way it used to be? Look at my avatar. At that time, all of those items were 1 slot.
Title: Re: The Ranged Problem.
Post by: Xesta on December 25, 2017, 03:59:43 am
I do have to make sacrifices to use my crossbow, just not as much as an archer. The idea behind it is bows take training, while crossbows are like medieval guns. Just pull the trigger. The balancing factor should be mobility.

You want to talk about the way it used to be? Look at my avatar. At that time, all of those items were 1 slot.

It's not just about "just pull the trigger". Do you even know how much strength is needed without a cocking device to draw a crossbow? And no you guys are not using a cocking device ingame. You need over 140kg strength MINIMUM to pull back the crossbow.

It is simple, really, just put in POWER DRAW for crossbow archers so they are able to even pull back the crossbow. So you need more strength and also more power draw to be able to shoot a bolt with it in the first place. That would make fucking more sense than this whole shittery that is going on at the moment.
Title: Re: The Ranged Problem.
Post by: Asheram on December 25, 2017, 06:19:53 am
The ultimate kiter in this video. Need that repeater xbow and that bow that shot smaller arrows but needed a longer item to rest on til fired in CRPG.  :D
Title: Re: The Ranged Problem.
Post by: Gristle on December 25, 2017, 06:24:38 am
It is simple, really, just put in POWER DRAW for crossbow archers so they are able to even pull back the crossbow.

I will say that the Mercenaries mod added a skill for crossbows called Reload. It increases reload speed obviously, but also ties higher tier crossbows to levels of the skill. 2 skill points for Crossbow, 3 points for Heavy Crossbow, and 4 for Arbalest.
Title: Re: The Ranged Problem.
Post by: Xesta on December 25, 2017, 07:05:44 am
I will say that the Mercenaries mod added a skill for crossbows called Reload. It increases reload speed obviously, but also ties higher tier crossbows to levels of the skill. 2 skill points for Crossbow, 3 points for Heavy Crossbow, and 4 for Arbalest.

Yeah, no. We don't really need crossbows who can also be reloaded in under 1 sec. Just put in power draw requirement for crossbows without increasing the dmg of the crossbow, easy as that.
Title: Re: The Ranged Problem.
Post by: Tristan_of_Erzoth on December 25, 2017, 10:12:54 am
If we just slap a pd requirement on crossbows then literally what is their positives over bows. Solutions isn't that black and white
Title: Re: The Ranged Problem.
Post by: the real god emperor on December 25, 2017, 10:33:23 am
If we just slap a pd requirement on crossbows then literally what is their positives over bows.

-Higher damage
-Higher accuracy
-Being able to wait for the right moment to shoot

looks good to me imo
Title: Re: The Ranged Problem.
Post by: Gristle on December 25, 2017, 10:41:11 am
Yeah, no. We don't really need crossbows who can also be reloaded in under 1 sec. Just put in power draw requirement for crossbows without increasing the dmg of the crossbow, easy as that.

It wouldn't be Native reload speeds. You're suggesting that a skill be added that offers no benefit beyond being able to equip the weapon. That's absurd. Every skill increases something by a percentage. You can't demand a change while being unwilling to compromise.
Title: Re: The Ranged Problem.
Post by: Tristan_of_Erzoth on December 25, 2017, 11:25:04 am
-Higher damage
-Higher accuracy
-Being able to wait for the right moment to shoot

looks good to me imo

Cons:
-Longer reload time
-cant move while reloading
-if hit or disturbed at any point during reloading it gets reset and you have to restart
-shot delay(this may have been removed but was a meme at best)
-less ammo


Pros for bows in this scenario:
Higher rate of fire
Mobility
more ammo


Cons:
if you hold your shot for 6+ seconds you get a little bit inaccurate
slightly less damage that gets equaled out if you remember you shoot 2-4 times faster



HMMM WHICH ONE DO I PICK?
Title: Re: The Ranged Problem.
Post by: the real god emperor on December 25, 2017, 12:21:24 pm
Please Tristan. Less ammo because you shoot less in a round anyway. There is no shot delay. You can't move only in the first part of the reload. STR archers are not mobile at all, and only true STR archers can hold their bown drawn for 5-6 seconds. And they deal 25-30 damage on the body, while an arbalest bolt deals minimum 60 regardless of armor. And an archer shooting the same target twice is much, much harder than a crossbowman hitting his target once. There is no big reason why "reloading" as a skill isn't a good solution.
Title: Re: The Ranged Problem.
Post by: Beleg on December 25, 2017, 12:22:44 pm

HMMM WHICH ONE DO I PICK?
The one where you can also be a decent melee fighter.
Title: Re: The Ranged Problem.
Post by: Tristan_of_Erzoth on December 25, 2017, 12:28:08 pm
Please Tristan. Less ammo because you shoot less in a round anyway. There is no shot delay. You can't move only in the first part of the reload. STR archers are not mobile at all, and only true STR archers can hold their bown drawn for 5-6 seconds. And they deal 25-30 damage on the body, while an arbalest bolt deals minimum 60 regardless of armor. And an archer shooting the same target twice is much, much harder than a crossbowman hitting his target once. There is no big reason why "reloading" as a skill isn't a good solution.

"no shot delay" have you played xbow? seems like you havent to me...


The one where you can also be a decent melee fighter.


Notice in this conversation, crossbows require PD and limit their melee capabilities to roughly that of an archer (arguably more WPF)
Title: Re: The Ranged Problem.
Post by: RD_Professor on December 25, 2017, 12:31:37 pm
...while an arbalest bolt deals minimum 60 regardless of armor.
Actually arabalasts were averaging ~30-35 at mediumish range versus 'normal' plate. With maximum body armor (80), arabalast did at most 35 at closest range.

yes, arab-alasts. that sounds right.
Title: Re: The Ranged Problem.
Post by: Gristle on December 25, 2017, 12:56:00 pm
The correct spelling is Arbamolester, thank you.
Title: Re: The Ranged Problem.
Post by: Beleg on December 25, 2017, 01:22:38 pm
Notice in this conversation, crossbows require PD and limit their melee capabilities to roughly that of an archer (arguably more WPF)
you're right, my mistake.
Title: Re: The Ranged Problem.
Post by: Larvae on December 25, 2017, 04:29:37 pm
Honestly,make them xbows more inacurate or whatever...ppl leaving servers again because of this pest.i just tried it myself,took a normal xbow with 1 wpf an could shoot without  problems into kurwaarchers head from our to their spawn.they have to be nerfed in any way....everyone now got a xbow or some sort of ranged.its just annoying af...
Also horses are useless,since they die within seconds.
Title: Re: The Ranged Problem.
Post by: Nehvar on December 25, 2017, 05:19:40 pm
The amount of fake news in that post...
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 25, 2017, 05:50:01 pm
Please Tristan. Less ammo because you shoot less in a round anyway. There is no shot delay. You can't move only in the first part of the reload. STR archers are not mobile at all, and only true STR archers can hold their bown drawn for 5-6 seconds. And they deal 25-30 damage on the body, while an arbalest bolt deals minimum 60 regardless of armor. And an archer shooting the same target twice is much, much harder than a crossbowman hitting his target once. There is no big reason why "reloading" as a skill isn't a good solution.

But an xbow hitting his target once is also lower chance than a bow hitting once. Archers have a higher potential, i would say.
Title: Re: The Ranged Problem.
Post by: Ikarus on December 25, 2017, 07:16:27 pm
instead of nerfing ranged why not buff everything else? Horses are currently pretty much made out of paper
Title: Re: The Ranged Problem.
Post by: Drunken_sailor on December 25, 2017, 07:58:16 pm
^^^ this is the proper idea, buffing is much better than nerfing
Title: Re: The Ranged Problem.
Post by: Grytviken on December 25, 2017, 08:18:04 pm
http://forum.melee.org/announcements/04-5-4/

Again, I'll refer to the problem where all range weapons got a huge 25-30% projectile speed increase, making their damage falloff way further and also making it way harder to dodge and juke arrows and bolts. Getting shot at mid range is what getting shot at point blank used to be because of the huge projectile speed increase.

Imagine giving all melee weapons a flat 25% speed increase lol...

_______________________________________________________________________________________________________________________
| [3] Masterwork Longbow                             | old                            | new                           |
|----------------------------------------------------|--------------------------------|-------------------------------|
| missile speed                                               | 29                             | 40                            |
|____________________________________________________|________________________________|_______________________________|


_______________________________________________________________________________________________________________________
| [3] Masterwork Arbalest                   Missile Speed      62

LOL
Title: Re: The Ranged Problem.
Post by: Grumbs on December 25, 2017, 08:29:33 pm
instead of nerfing ranged why not buff everything else? Horses are currently pretty much made out of paper

Cavalry are already really strong. I do think that you can buff counters to cavalry though (polearms), but its hard to buff counters to ranged. Cavalry can't always go were the ranged players are especially with ladders, and shields are only really a soft counter. They remove the damage but only when certain conditions are met, and that only works at range. When you get into melee range its then melee vs melee which kind of cancels each other out. I would like melee vs melee to favour a melee focussed character, but then you kind of reduce the skill vs skill nature of the game. I think its better overall to have a mixture of making pure melee classes stronger in melee than they are, and making ranged classes a bit less dominant in groups like they are now. I think a first measure would be to make xbowers adhere to the same sort of build malluses that other classes have (make them require PD so they get fewer stats/skill points to spend), and maybe increase the weight of ranged weapons

The main counter to ranged has always been more ranged. Its like a feedback loop that occurs when people feel there is too much ranged - they play ranged to shoot the ranged guys. You don't go shield to kill them because its not a proper counter

Anyway happy christmas. Its nice to talk about nerf ranged in 2017 (and nearly 2018)
Title: Re: The Ranged Problem.
Post by: Grytviken on December 25, 2017, 09:01:07 pm
Cavalry are already really strong. I do think that you can buff counters to cavalry though (polearms), but its hard to buff counters to ranged. Cavalry can't always go were the ranged players are especially with ladders, and shields are only really a soft counter. They remove the damage but only when certain conditions are met, and that only works at range. When you get into melee range its then melee vs melee which kind of cancels each other out. I would like melee vs melee to favour a melee focussed character, but then you kind of reduce the skill vs skill nature of the game. I think its better overall to have a mixture of making pure melee classes stronger in melee than they are, and making ranged classes a bit less dominant in groups like they are now. I think a first measure would be to make xbowers adhere to the same sort of build malluses that other classes have (make them require PD so they get fewer stats/skill points to spend), and maybe increase the weight of ranged weapons

The main counter to ranged has always been more ranged. Its like a feedback loop that occurs when people feel there is too much ranged - they play ranged to shoot the ranged guys. You don't go shield to kill them because its not a proper counter

Anyway happy christmas. Its nice to talk about nerf ranged in 2017 (and nearly 2018)

Shield weight should be lowered so they can actually run down range and kill them and not get kited all over.
Title: Re: The Ranged Problem.
Post by: Beleg on December 25, 2017, 09:56:43 pm
I'll suck an admins dick who makes a sticky that says archers can't kite anymore. Please people for fuckssake, archers are slow now. They can't outrun you.
Title: Re: The Ranged Problem.
Post by: Grumbs on December 25, 2017, 11:21:12 pm
EU1 is utter shite to play atm. Like not fun at all
Title: Re: The Ranged Problem.
Post by: BlackxBird on December 25, 2017, 11:21:30 pm
You guys wanna know how everyone will be fine again? Stop playing ranged. If Algarn, Panos, Blackbow or crossbowbimbo.... all those people who ALWAYS play ranged actually play ranged it is ok. But if there are whole bannerstacks with crossbows people will stop playing as there is no real counter, as long as the map is not enirely open.



(click to show/hide)
Title: Re: The Ranged Problem.
Post by: Uther Pendragon on December 25, 2017, 11:30:30 pm
I know it's obvious at this point, but the dev team, specifically Professor, and our balancers are looking into the issue, and it is taking as much time as it is going to take because we want to actually do a good job of fixing the ranged issue for MORE than 1 class, without fucking up the other classes or making any of them obsolete/useless. It's not as simple as tweaking accuarcy/damage values, and it requires more time to make sure we do a good job with it, instead of another "your mother asshole i tragedy" nerf.
Title: Re: The Ranged Problem.
Post by: Grumbs on December 25, 2017, 11:50:18 pm
Why have balancers always been so hesitant to do something specifically about xbows though?
Title: Re: The Ranged Problem.
Post by: Mr_Oujamaflip on December 25, 2017, 11:52:44 pm
In my opinion the issue is ranged can take care of themselves too well in melee. I think buffing the impact WPF has at higher melee levels (say 100+) would fix this as not only would it make melee fights faster and therefore more fun, but it would make non-dedicated melee players less effective against fully proficient melee players. If I'm not mistaken archery is more strength focused now anyway meaning kiting is less of an issue, crossbows however do still have the issue where they can get 100+ in melee, plus 7-8 athletics. This would be fixed by increasing the strength requirement for crossbows as well as the WPF required to be effective with them meaning you need to go all in with a shotgun build with a hunting crossbow or go full ranged with an arbalest but you won't be so effective in melee or be able to kite.

It would nerf strength builds melee builds indirectly though, I don't know what people's stances are on this.
Title: Re: The Ranged Problem.
Post by: Grytviken on December 26, 2017, 12:05:13 am
Why have balancers always been so hesitant to do something specifically about xbows though? Since early in the mod there has been some bias there. Its not like they have ever been at a point where they are nerfed so they aren't used.

Anyway I don't want to be too harsh but its been a fact since very early on that xbowers get some elevated status in this mod

The balancer exclusively plays xbow only, but it's only a coincidence it continues to get buffed over and over while everything else is left unchanged. 
Title: Re: The Ranged Problem.
Post by: Sparvico on December 26, 2017, 12:15:38 am
In my opinion the issue is ranged can take care of themselves too well in melee. I think buffing the impact WPF has at higher melee levels (say 100+) would fix this as not only would it make melee fights faster and therefore more fun, but it would make non-dedicated melee players less effective against fully proficient melee players. If I'm not mistaken archery is more strength focused now anyway meaning kiting is less of an issue, crossbows however do still have the issue where they can get 100+ in melee, plus 7-8 athletics. This would be fixed by increasing the strength requirement for crossbows as well as the WPF required to be effective with them meaning you need to go all in with a shotgun build with a hunting crossbow or go full ranged with an arbalest but you won't be so effective in melee or be able to kite.

It would nerf strength builds melee builds indirectly though, I don't know what people's stances are on this.

I wonder how faster combat would affect people with 70-100 ping though. I feel like the low ping advantage only increases with faster combat speeds.
Title: Re: The Ranged Problem.
Post by: BlackxBird on December 26, 2017, 12:18:22 am
people who QQ about ranged and then can't kill them in melee as infantryman should not be listened to.
Title: Re: The Ranged Problem.
Post by: Grumbs on December 26, 2017, 12:47:35 am
people who QQ about ranged and then can't kill them in melee as infantryman should not be listened to.

This should be true. But can you say the same about melee getting killed from a distance by ranged? Should melee just dodge or outskill a bolt? Its not like the xbow player is playing a class anyway. Its just some WPF they put into xbow. I am playing with 3x wpf atm in 3 different melee classes and it doesn't really make any difference. I could put 100+ in xbow and still have more than enough for melee. And I specced skill points into a shield that xbowers don't use

Title: Re: The Ranged Problem.
Post by: Mr_Oujamaflip on December 26, 2017, 12:49:50 am
I wonder how faster combat would affect people with 70-100 ping though. I feel like the low ping advantage only increases with faster combat speeds.

Well that's always going to happen, higher combat speed generally means higher skill ceiling which then is affected by ping. IMO it's worth it.

people who QQ about ranged and then can't kill them in melee as infantryman should not be listened to.

I'm not QQing about ranged, I've been player archer and crossbow since CRPG woke back up. I don't want them nerfed necessarily, I want melee players buffed to counter the ranged. Nerfing everything leads to things being boring, try buffing things instead.
Title: Re: The Ranged Problem.
Post by: the real god emperor on December 26, 2017, 12:55:20 am
people who QQ about ranged and then can't kill them in melee as infantryman should not be listened to.

Except when that ranged dude is a seasoned Tydeus War veteran who just plays crossbow because it's easy as hell :P
Title: Re: The Ranged Problem.
Post by: BlackxBird on December 26, 2017, 12:55:44 am
I don´t really get this discussion about what should be nerfed and what is unfair. The only thing that is different right now is that people have to get used to having less str. basically every class. Give people more hp or make armors stronger and the whole discussion is over. Or just make the pierce damage less effective, don´t fuck over classes that some people love to play.

Title: Re: The Ranged Problem.
Post by: XyNox on December 26, 2017, 02:21:08 am
                                  NERF NERF NERF NERF                  NERF NERF NERF NERF                    NERF NERF NERF
                                  NERF NERF     NERF NERF              NERF NERF     NERF NERF           NERF NERF NERF NERF
        NERF NERF         NERF NERF     NERF NERF              NERF NERF     NERF NERF        NERF NERF
    NERF NERF             NERF NERF NERF NERF                  NERF NERF NERF NERF          NERF NERF           NERF NERF
NERF NERF                 NERF NERF     NERF NERF              NERF NERF                            NERF NERF           NERF NERF
NERF NERF                 NERF NERF       NERF NERF            NERF NERF                              NERF NERF                NERF
    NERF NERF             NERF NERF         NERF NERF          NERF NERF                                 NERF NERF NERF NERF
         NERF NERF        NERF NERF           NERF NERF        NERF NERF                                      NERF NERF NERF
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 26, 2017, 02:30:22 am
I wonder how faster combat would affect people with 70-100 ping though. I feel like the low ping advantage only increases with faster combat speeds.

I dont like the idea of balancing around high ping tho.

But ye still think shield buffs help. Generally more coverage, less weight( a lot less) and lower requirements. Shield coverage when on the back too maybe? Just make people have basically no excuse not to bring a shield, and make ranged cry that every shot is absorbed.
Title: Re: The Ranged Problem.
Post by: Blackbow on December 26, 2017, 06:24:00 am
I know it's obvious at this point, but the dev team, specifically Professor, and our balancers are looking into the issue, and it is taking as much time as it is going to take because we want to actually do a good job of fixing the ranged issue for MORE than 1 class, without fucking up the other classes or making any of them obsolete/useless. It's not as simple as tweaking accuarcy/damage values, and it requires more time to make sure we do a good job with it, instead of another "your mother asshole i tragedy" nerf.

if you want to do it well, you will need few item balancer from each class... and specialy some ppl who will accept and understand than a change is needed... sound obvious but i rly feel like it's a problem in item balancers team right now
 you guys need more consultant !!!

ps :
- don't take algarn, he understand nothing except one build =p
- do what you want on archery i dont care, but revert flying projectile size on arrows plz it's ruining 99% of le fun
- 1h mace knockdown is op as fuck and happen too often
- xbow dmg and accuracy is insane !
Title: Re: The Ranged Problem.
Post by: Gristle on December 26, 2017, 10:36:41 am
[crossbow] continues to get buffed over and over while everything else is left unchanged.
You won! That's the most bullshit statement in the whole thread! Here's your trophy!


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Title: Re: The Ranged Problem.
Post by: Leesin on December 26, 2017, 11:07:29 am
Nerf archery and Xbow, buff HA afterwards. Allow me to farm the salt.
Title: Re: The Ranged Problem.
Post by: Casul on December 26, 2017, 01:47:04 pm
I am still convinced the only real issue with archery and xbow is the amount of headshots. in the current state of cRPG, people aim for the head too easily and if you look through "L" logs, you will see around >50% of the ranged kills as headshots.

Thats not how its ment to be. Archers pinpoint accuracy on such a huge distance is pure bullshit tbh, I have no idea why people are not bothered about this.
If we would force ranged to aim mainly for body to land a hit, but make headshots a viable thing for very short distances only the probably would solve itself.

Archers can be pinpoint accurate with hybrid builds atm, thats not how its supposed to be.

Either you are pinpoint accurate but have no melee wpf at all, or you have a healthy looking crosshair and some melee skills aswell.

People like ReD_WaRzzz just have pure bullshit builds sorry. I have gathered screenshots of him when he was dealing accurate headshots into melee duels and that should not be possible. A guy in clothes ruling scoreboard with 12/1 but didnt encounter a single melee duel yet.

Headshooting are supposed to be a rarity, not the common.
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 26, 2017, 05:44:06 pm
I am still convinced the only real issue with archery and xbow is the amount of headshots. in the current state of cRPG, people aim for the head too easily and if you look through "L" logs, you will see around >50% of the ranged kills as headshots.

Thats not how its ment to be. Archers pinpoint accuracy on such a huge distance is pure bullshit tbh, I have no idea why people are not bothered about this.
If we would force ranged to aim mainly for body to land a hit, but make headshots a viable thing for very short distances only the probably would solve itself.

Archers can be pinpoint accurate with hybrid builds atm, thats not how its supposed to be.

Either you are pinpoint accurate but have no melee wpf at all, or you have a healthy looking crosshair and some melee skills aswell.

People like ReD_WaRzzz just have pure bullshit builds sorry. I have gathered screenshots of him when he was dealing accurate headshots into melee duels and that should not be possible. A guy in clothes ruling scoreboard with 12/1 but didnt encounter a single melee duel yet.

Headshooting are supposed to be a rarity, not the common.

Well, headshotting is the intended way to play ranged now. Body damage doesnt cut it. Are you suggesting a luck based element to headshotting? Its a skill to counter the insane nerfs. Its what was intended by the balancers. Its what makes players stick out as good.

Edit: didnt read it all sorry so i missed the point, tho i do not mind archers being able to hybrid and be accurate.
Title: Re: The Ranged Problem.
Post by: Butan on December 26, 2017, 08:19:57 pm
If there is a change to combat speed, it must be done through a turn speed buff instead of simply increasing animation speed. Else high ping (and even average ping) will suffer and instant hit sweet points will become aggravating.
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 26, 2017, 08:33:29 pm
If there is a change to combat speed, it must be done through a turn speed buff instead of simply increasing animation speed. Else high ping (and even average ping) will suffer and instant hit sweet points will become aggravating.

Agreed, turning for confusion was always an impressive technique with high risk.
Title: Re: The Ranged Problem.
Post by: RD_Professor on December 27, 2017, 12:00:37 am
The balancer exclusively plays xbow only, but it's only a coincidence it continues to get buffed over and over while everything else is left unchanged.
Nothing has been done to buff xbow in the past few months. Even the level revert did not do much, since the difficulties were scaled back in a similar manner.

Just because the balancers play the class does not mean they want to class to be OP. They are balancers for a reason, to balance the class, i.e make it not too powerful, but still viable. Not only that, because the current balancers play pretty much only xbow, and have for ages, they are extremely experienced and qualified to deal with balancing it.

Of course, it is good to have balancers who play a variety of different roles, which is why we are looking to expand the team somewhat. But as of now, the issue heavily involves xbows, among other ranged, so
our current team is well-equipped to find a solution.

If there is a change to combat speed, it must be done through a turn speed buff instead of simply increasing animation speed. Else high ping (and even average ping) will suffer and instant hit sweet points will become aggravating.
Yes, I am interested in increasing turn speed. It will take me time to figure out what was changed when it was nerfed all those years back, but once I find it, changing it will be simple. Increasing weapon speeds is indeed a bad idea, because not only does it make playing high ping very frustrating, it once again puts strain on the engine, as level 37+ builds did.
Title: Re: The Ranged Problem.
Post by: Thryn on December 27, 2017, 01:23:07 am
afaik the spookiest class that prof has been looking at b4 i posted this dumpster fire of a thread was throwing

where arbs and longbow have damage per minute outputs at around 250 and 320 respectively, throwing can potentially reach over 1000

edit:
cassi wanting to nerf headshots

i think san had buffed the headshot damage multiplier making it deal outrageous amounts of damage. if you use a quick reloading crossbow, you can put a hurtin on people if you get headshots consistently
Title: Re: The Ranged Problem.
Post by: Yeldur on December 27, 2017, 01:59:05 am
people who QQ about ranged and then can't kill them in melee as infantryman should not be listened to.
Can't really agree with that as a lot of C-RPG players are high skill players, there are plenty of archers who I wouldn't hole a candle to in melee combat simply because they are better at the game than I am. However, that doesn't make an opinion I have null and void. You're ignorant to think that; the only person who shouldn't be listened to here is you.
Title: Re: The Ranged Problem.
Post by: Davic on December 27, 2017, 02:14:00 am
afaik the spookiest class that prof has been looking at b4 i posted this dumpster fire of a thread was throwing

where arbs and longbow have damage per minute outputs at around 250 and 320 respectively, throwing can potentially reach over 1000

The only reason I haven't commented on this topic yet is because it feels wrong to be complaining about xbows or archery when throwing is as it is in it's current state.

i think san had buffed the headshot damage multiplier making it deal outrageous amounts of damage. if you use a quick reloading crossbow, you can put a hurtin on people if you get headshots consistently

I remember a little while back an old SS player was running around with an AGI hunting/light xbow build, he would just run up danger close to people already fighting and headshot them from behind. It was infuriatingly effective.
Title: Re: The Ranged Problem.
Post by: Nightingale on December 27, 2017, 09:01:12 am
The balancer exclusively plays xbow only, but it's only a coincidence it continues to get buffed over and over while everything else is left unchanged.

Increased the weights.
Increased the strength requirements.
Increased the slot requirements.
Decreased the ammo counts bolts provided (steel and bolt).
Increased the weight of bolts.
Decreased reload times.
Decreased missile speed - thx professor I forgot that one!
Decreased Bolt slot requirement -  Grumps

Are you referring to those changes?

Are you ignorant of this specific subject or just most things in general?
Title: Re: The Ranged Problem.
Post by: Larvae on December 27, 2017, 09:34:36 am
Maybe some kind of class balance would help.Something that detect the total amount of ranged in both teams and put half in one and half in other team and ignores banner balance.just the same would be good for cav i guess.
Title: Re: The Ranged Problem.
Post by: Grumbs on December 27, 2017, 10:45:35 am
Increased the weights.
Increased the strength requirements.
Increased the slot requirements.
Decreased the ammo counts bolts provided (steel and bolt).
Increased the weight of bolts.
Decreased reload times.
Decreased missile speed - thx professor I forgot that one!

Are you referring to those changes?

Are you ignorant of this specific subject or just most things in general?


Am I wrong in thinking ammo used to use a slot too? If I am fair enough, but that seems kind of odd to not need a slot for the ammo. A lot of really good 1 handers became 0 slot too. And you have some 1 slot 2 handers. Not sure what other changes might have happened behind the scenes with the code

Just saying you should try to be fair and balanced when you list off changes and it won't help to attack players like that calling him ignorant. I remember from years and years ago you fought to avoid any nerfs to xbows. I mean every "nerf ranged" thread there would be some reason why xbows need to be kept as strong as possible. Now the only class the balancers play is the one that everyone says is OP? Surely you can see why people might feel there is a conflict of interest there. I would suggest trying to get more balancers that see the game from another perspective, otherwise there will always be a sense that you have to have a big "nerf ranged" angry forum thread every time the ranged classes get out of control
Title: Re: The Ranged Problem.
Post by: Nightingale on December 27, 2017, 11:15:32 am
Am I wrong in thinking ammo used to use a slot too? If I am fair enough, but that seems kind of odd to not need a slot for the ammo. A lot of really good 1 handers became 0 slot too. And you have some 1 slot 2 handers.

Just saying you should try to be fair and balanced when you list off changes. It won't help to attack players like that too calling him ignorant. I remember from years and years ago you fought to avoid any nerfs to xbows. I mean every "nerf ranged" thread there would be some reason why xbows need to be kept as strong as possible.

Now the only class the balancers play is the one that everyone says is OP? Sounds about right. I would suggest trying to get more balancers that see the game from another perspective

I am listing the changes I supported/had a hand in. The only nerfs I found unwarranted was the massive -33% damage tydeus imposed. and the hilariously poorly thought out range patch Raylin attempted that effectively destroyed range balance altogether. I'm sure his intentions were fair... If you notice a trend I dislike making classes obsolete. taking the fun away from even one person shouldn't be a goal when actively trying to consider balance and I won't be like other balancers in the past that just drop a nerf hammer on things and wipe them out of existence. Diversity is a strength of cRPG, not a hindrance.

The reason tydeus's range nerf was ineffective was due to the fact that even a +3 arbalest +3 steel bolts was completely unable to 1 shot a naked person with 4 iron flesh and 12 strength. Beyond ridiculous. Allers strength build could tank 8 shots to the chest at point-blank range or survive 2 headshots. 

I call him Ignorant because he is. He always spews some incoherent bullshit about things he knows nothing about. He has always been that way I can't hate him for that but I sure as hell can be dismissive of what he has to contribute via suggestions. I am also equally in my rights to call bullshit on his statements.

Though all that said; you are correct I did reduce bolts to 0 slots for the following reasons. - Arbalest was made 3 slots. to reduce the number of available side arms. However, we did not want to prohibit range from utilizing the one handers in the game as side arms. Bolt counts where reduced as a way to punish xbowers from taking 2 sets of bolts (Heavyweight) further reducing kiting. While also punishing those who only took 1 set giving them 5 less ammo. The idea was to reduce the amount of ammo in play and force xbowers to keep their distance via weight. Previously 1 set of steel bolts would have given you 13 shots. Now it gives you a little more than half of that value *This way in strategus xbowers could opt to use 3 slots for bolts and have 24 shots still.  (2 less than the previous value but significantly more heavy)

Rico and I were looking to change the zero slot side arms just before the game died last year. I'm sure we will start talking about that again after we find an adequate solution to the status of ranged balance.

Also fair to note that I don't only play xbow. I have a level 32 melee alt and a level 32 Horse archer that I grinded to that level while testing horse archery so that I could understand the class before making unwarranted suggestions. I highly doubt Rico only plays xbow aswell. Rico and I are not the only ones involved in these types of decisions and I included Thyrn in our talks and suggested professor bring him on board.

Edit: I will include my 1 buff that I had a hand in I apologize for leaving it out. (thou it is more complicated than being a straight buff/nerf type of thing)
Title: Re: The Ranged Problem.
Post by: Grumbs on December 27, 2017, 02:33:51 pm
I'll remember that next time I get shot. Its my fault for not knowing exactly where every ranged player is and for not guessing the exact moment they release the shot. I'll train my neo skills

I think one of the hardest things to balance though is the sheer number of ranged players there are. You can't stop people going ranged, and the more active the server is the more bolts and arrows will be flying around. Maybe a good incentive will be just to buff pure melee players. But thats hard to do as well since xbowers are 99% the same as a melee player too. Maybe buff high WPF on melee weapons? Make it so weapons over a certain price are worse with lower WPF?
Title: Re: The Ranged Problem.
Post by: Blackbow on December 27, 2017, 04:11:10 pm
Increased the weights.
But still able to go for 8ath so weights change nothing (wich is the only ranged class who still can go for 8 ath and dealing so much dmg)

Increased the strength requirements.
16 str for the most powerfull xbow allow you to go for agi builds when it should be around 24 str to compensate the no pd/pt requierement

Increased the slot requirements.
3 slot for arba and 0 slots for bolts, so nothing is pushing you to use 0 slots weapons unlike for archers and so you can keep using your op fucking 1h mace
 
Decreased the ammo counts bolts provided (steel and bolt).
but only one of those bolts will remove 90% of your hp on balanced  and most comon builds 

Increased the weight of bolts.
once again weight does nothing coz you are allowed to go for too much agi

Decreased reload times.
still way not enough... the most comon case i see happening all the time is :
you shoot someone (he loose more than half hp)
your ultra athlétic speed allow you to go get cover so easy than the time the guy is coming to get you
xbow is reloaded and the guy is dead.... it's like this all the time...
the most funny part is xbow reload speed is so close now of str bow bending time

Decreased missile speed - thx professor I forgot that one!
and still way too accurate as fuck...

Decreased Bolt slot requirement -  Grumps
to allow you to use 1 slot weapons...
why 100% of xbowers are playing with 1h blunt weapon ?

Are you referring to those changes?
i do and those change are a drop of water in an ocean

Are you ignorant of this specific subject or just most things in general?
in what 7 years of crpg maybe i never saw xbow so op and so much played by so many people...
so are you going to faith the truth and doing your item balancer job? or you gonna stay on your position
when everybody is telling you xbow need a fucking nerf
 

i recomand you to go play archer with the exact same amount of str/agi you play on your xbower
you will understand the gap between ranged and the fucking privilege xbowers have...

lets resume :
XBOWERS IS THE LAST RANGED CLASS WHO STILL CAN GO FOR AGI AND BE HYBRID AND DEFEND THEMSELF
XBOWERS IS THE LAST RANGED CLASS WHO STILL CAN KITE !!!
XBOWERS IS MORE MOBILE THAN ANY OTHER RANGED CLASS WICH IS SUPOSED TO BE A STATIC CLASS LEL !
XBOWERS CAN HAVE 2 BAGS OF BOLTS, AN ARBA (3 SLOTS) AND A 1 SLOT WEAPON
(archers is 2 quiver (one slot each), a 2 slot bow (coz other bows does no dmg anymore) and a shit 0 slot weapon)

ARCHERS AND THROWERS HAVE TO INVEST ALL THEIR POINTS IN WPF AND REQUIERMENT
MOST OF THE TIME THEY CANT HAVE PS OR IF OR ANY WPF IN MELEE

plz my dear nightingale tell us your build
how many points in ps, if, ath and wpf repartition
what melee weapon do you use

i will just repeat one more and last time than everybody is telling you than xbowers is op as fuck
and need to be nerfed to the ground like other ranged class


edit : oh btw we can now get 3 xbow on horse... wich is a big problem...
Title: Re: The Ranged Problem.
Post by: Blackbow on December 27, 2017, 04:15:37 pm
Am I wrong in thinking ammo used to use a slot too? If I am fair enough, but that seems kind of odd to not need a slot for the ammo. A lot of really good 1 handers became 0 slot too. And you have some 1 slot 2 handers. Not sure what other changes might have happened behind the scenes with the code

Just saying you should try to be fair and balanced when you list off changes and it won't help to attack players like that calling him ignorant. I remember from years and years ago you fought to avoid any nerfs to xbows. I mean every "nerf ranged" thread there would be some reason why xbows need to be kept as strong as possible. Now the only class the balancers play is the one that everyone says is OP? Surely you can see why people might feel there is a conflict of interest there. I would suggest trying to get more balancers that see the game from another perspective, otherwise there will always be a sense that you have to have a big "nerf ranged" angry forum thread every time the ranged classes get out of control

plz for once in your life listen to dis guy !!!
Title: Re: The Ranged Problem.
Post by: Blackbow on December 27, 2017, 09:02:19 pm
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keeping in mind they dont have pd/pt requierement i just applied bows rules...
job is done now all ranged class are balanced you are welcome  :mrgreen:

Arbalest
Requirement: old 16 strength new 24 strength
Thrust: old 85 pierce new 65 pierce

Heavy Crossbow
Requirement: old 14 strength new 21 strength
Thrust: old 74 pierce new 60 pierce

Crossbow
Requirement: old 12 strength new 18 strength
Thrust: old 60 pierce new 55 pierce

Light Crossbow
Requirement: old 9 strength new 15
Thrust: old 53 pierce new 50 pierce

Hunting Crossbow
Requirement: old 7 strength new 12 strength
Thrust: old 48 pierce new 45 pierce
Title: Re: The Ranged Problem.
Post by: Thryn on December 27, 2017, 09:20:24 pm
hey guys thought i might interject here with my thoughts

so one change that prof has been messing with (probably been implemented by now, i haven't checked changelogs recently) is reducing movement speed bonus for ranged. good change, you probably won't see xbows and other ranged doing +/- 2 bars of health based on you running towards or away from them. this will hopefully result in ranged dishing out a more predictable level of damage, allowing balance to be more approachable. A+ prof, ur doing Tammo's work.

also, i'd like to remind people that my OP was about how you can be a crossbowman without tons of investment. i never really argued about what levels of damage i think ranged should do, i just thought that crossbow should require more dedication to be successful just like the other classes. it seems that making it require PD is too aids to touch at this point, so i guess the only thing you can do is balance requirements and wpf to make people put in points to use the class (and yes ik that messing with wpf will effect the glorious xbow calculations devised by taleworlds, fun stuff).

as it stands, i think that xbow does too much damage. however, i haven't said the amount of damage that i'd like it to do. also please keep in mind that when im speaking about xbow, im talking about the arbalest. i did quite a bit of testing with other crossbows with professor earlier but i cannot rightly remember every little detail so im forgoing those items in this post. i think arbalest should not have the ability to 2-3 shot a tincan. i wore 80 armor against an arbs in one of these tests, and i think that a crossbow dealing that much damage is a tad extreme. in my mind, balance for a weapon like arbs should be something like: 1 shot nakeds, 80%-1 shot light armor, 2-3 shot 50 armors, 3-4 shot tincans. i think this helps to balance arbs damage in a way without making it useless. when desire says "8 shots to the chest is ridiculous" she is right. we need to find a middle ground between armor doing little against arbs and completely nullifying its damage. also, headshots with arbs should be 1 shot, but all the other crossbows shouldn't (the goal being to highlight player choice in choosing high damage/low reload vs low damage/high reload).

now now, ik what many would say. "just nerf damage" and yes, i suppose that could work. but if it's nerfed in this fashion, you come much closer to desire's fear of destroying the class and alienating crossbow players. that's not the only reason why this shouldn't happen, because there is a much scarier damage dealing class currently called throwing. i didn't talk about throwing in the OP b/c, remember, this was about how crossbows could choose the class with less points invested than other classes. however, after you get your power throw going, you can deal ungodly damage. it is hilarious how powerful you can be with throwing atm, so if any ranged class was to be hit with the straight NERF hammer, it would have to be throwing (but b4 that happens there needs to be more testing and discussion).

finally i'd like to talk about my observations with armor against the classes we haven't been talking about: melee. as it stands, you can deal insane damage through plate with melee weapons. i tested some things with professor while we checked out his ranged damage modifier patch, and i was able to get him to 1 and 2 shot me with a corseque through 80 body armor and 66 head armor. maybe you can curtail some of this damage with a change to melee speed modifiers, but i am much more hesitant to touch those because melee requires footwork at even average skill levels and a change in this area may punish skilled play. also, i was oddly 1 shot by gallonigher on na1 last night through heavy armor, so i'm getting the feeling that maybe we can, to quote ricky, get two birds stoned at once with a solid change to another mechanic instead of grinding out tests on melee and ranged. now that we have a developer test server, i'd like to ask for (if it's not too much trouble) testing with armor soak. do i know what armor soak is? no not really, but i have heard plumbo scream about it in a post someone, so maybe we can test some stuff out and see about making plate tankier. i talked about this with desire but she seemed hesitant to change it because she thought that the impact on ranged wouldn't be nearly as detrimental as the effect on melee classes, resulting in imbalance. idk, im still skeptical because, as it stands, i can get pretty hardcore damage by playing melee. i two shot sitvek with a longsword yesterday, so i don't think tuning down melee dmg with a change like this is a bad thing. however, this brings up another points: the oversaturation of plate in the servers.

it's hard to test things because people are running around in ultra heavy armor all of the time. plate was balanced so that if you wore it, you'd effectively nerf your gold income. that's the price you'd pay for tincanning it up, but now that gold income has skyrocketed, we see a resulting increase in heavy armor usage. so, in order to change this so that we see a resurgence in lower tiered armors, the income of players would have to be reduced back to traditional crpg levels (something that the balance team and devs are completely aware of btw).

so in my mind, this is an understandable route that crpg balancing might go:

1) change gold to stop market hyperinflation and the use of so much plate/heavy armor; make repairs great again
2) test out armor soak and see if it's possible to nerf everything by buffing armor and if that solves a host of current problems (tammo bless development server)
3) further test throwing because that shit's the most OP. also, nerf rocks because that is a peasant gimmick and should not be viable (5 blunt instead of 15 maybe)

stop ragging on desire, thats my job u buffoons
Title: Re: The Ranged Problem.
Post by: Blackbow on December 27, 2017, 09:35:11 pm
thryn what do you think of my xbow balancing proposition ?
Title: Re: The Ranged Problem.
Post by: Nightingale on December 27, 2017, 09:44:32 pm
Good joke Blackbow Doing that would make xbows pinpoint accurate and make 0 wpf a more than viable option so you'd have strength builds with 1 wpf able to headshot reliably from even further than 185 WPF does now. Not to mention 65 damage just doesn't cut it. After armor soak values and the randomness of dmg you will produce about as much damage as you could do with a stick in melee against fully armored opponents. Ik this because that is what Raylin attempted to do and it failed very horribly. The rate of fire was incredibly slow and a horn bow out damaged arbalest every single shot. at a more than double the rate of fire.  I'm sorry to say but your buddy's balance just does not work, like at all.

Arbalest does around 28-40 damage on average reducing damage by 20 would move the average to a whopping 8-20 dmg range

Needless to say, weight does have a significant impact on how range players play their class. Increasing bolt weight and xbow weight increased weight of the average xbow user with (1 slot of bolts) by about 50% if they added another slot of bolts they received extra punishment to their kiting abilities. Xbowers are unable to effectively run away if they sport anything that is considered light armor. they can maintain distance but they will be unable to use their primary weapon effectively taking them out of the game. As is you can't even really melee well with the arbalest in your inventory to defend yourself you have to drop your primary weapon and fight near it so you might have a chance of picking it back up again.

100% of xbowers do not use blunt weapons the majority of xbowers in NA use cut based side arms.

my build at level 30 is as follows:
16-27
4 athletics
2 power strike
9 weapon master

185 wpf in xbow
77 wpf in 1h.

I use a Stick as a sidearm or a Niuweidao depending on how I want to play.

I am with Heskey on the whole range doesn't really bother me on any of my characters. I rarely get shot and if I do its a mistake on my part though even then the damage is laughable. as a medium armored range player seeing an arbalest do a mere 45% of my HP seems a bit off when you compare the stories that people say about taking 90% of their hp.


edit @ Thryn I was hesitant to increase armor soak because doing so would nullify some damage cut based weapons do more so than the pierce damage standard of range. While yes it would effectively reduce range damage it would also result in the majority of the population's primary weapons dealing significantly less damage. I have done zero playtests of various melee builds I'm not really sure how melee dmg stands atm I'm pretty busy testing throwing/xbow/archery.
Title: Re: The Ranged Problem.
Post by: Osiris on December 27, 2017, 10:32:27 pm
After coming back to crpg after what must have been a few years i can say i don't see much of a ranger problem :P

The Cav and Ranged on crpg are like little kittens compared to native :D The only problem lies with people just wanting to play classes with big advantages in melee (2h/pole str/agi) but want none of the drawbacks :P I may be wrong as ive only played a few days but it seems to be pretty good atm 
Title: Re: The Ranged Problem.
Post by: Thryn on December 27, 2017, 11:06:21 pm
edit @ Thryn I was hesitant to increase armor soak because doing so would nullify some damage cut based weapons do more so than the pierce damage standard of range. While yes it would effectively reduce range damage it would also result in the majority of the population's primary weapons dealing significantly less damage. I have done zero playtests of various melee builds I'm not really sure how melee dmg stands atm I'm pretty busy testing throwing/xbow/archery. [/color]

ye cut has some falloff on armor, but atm i think that damage is still blowing armor out of the water anyway

i hope that armor gets buffed via soak and then by changing gold, we can reduce the prevalence of plate

(click to show/hide)

Title: Re: The Ranged Problem.
Post by: Grumbs on December 27, 2017, 11:13:24 pm


I rarely get shot and if I do its a mistake on my part though even then the damage is laughable. as a medium armored range player seeing an arbalest do a mere 45% of my HP seems a bit off when you compare the stories that people say about taking 90% of their hp.

I have done zero playtests of various melee builds I'm not really sure how melee dmg stands atm 

Something you don't really acknowledge is that as a medium armour ranged guy you can also shoot the guy doing "merely 45%" of your health. A pure melee player can't. I also find it comical that you side with Heskey in that if you get shot then it can only be your own fault. This is just piling up the evidence that you don't really see the game from any perspective but as a ranged player.

What if you made pure melee characters compensate the damage they can't deal from a distance and make their weapons 3-4 slots like arbalists? Then buff their damage so they are 100-200% more damage than now?

I mean the game is rock paper scissors anyway, might as well make it so its ranged, cav, melee rather than ranged (99% same as a melee class too), cav, melee
Title: Re: The Ranged Problem.
Post by: _uwu_ on December 27, 2017, 11:30:26 pm
this thread is gay wtf
Title: Re: The Ranged Problem.
Post by: Blackbow on December 27, 2017, 11:32:52 pm
Good joke Blackbow Doing that would make xbows pinpoint accurate...
but its already the case,xbow accuracy is insane with or without 0 wpf, since when str improve xbow accuracy?
is it not suposed to be wpf?

and make 0 wpf a more than viable option so you'd have strength builds with 1 wpf able to headshot reliably from even further than 185 WPF does now.
none of other ranged class can now have so much wpf and deal so much damage so when are you taking that in consideration to balance xbows ?


Not to mention 65 damage just doesn't cut it. After armor soak values and the randomness of dmg you will produce about as much damage as you could do with a stick in melee against fully armored opponents.
this one is pure lie and bullshit ! re watch damage test made by thryn, on a 21/21 char with 7 if and 62 body armor without moving i loose 80% of my hp


Ik this because that is what Raylin attempted to do and it failed very horribly. The rate of fire was incredibly slow and a horn bow out damaged arbalest every single shot. at a more than double the rate of fire.  I'm sorry to say but your buddy's balance just does not work, like at all.
i agree he failed at balancing but he tried atleast, unlike you who refuse any change and want to keep your favorit class op as fuck when all ranged class are close to be balanced
even when all the community is telling you xbow are too powerfull you dont listen !
so now its time to find solutions !


Arbalest does around 28-40 damage on average reducing damage by 20 would move the average to a whopping 8-20 dmg range
once again this bull shit, like i said i lost 80% of my hp removing 20 dmg from arbalest should just take only 50 and 60% of my hp
wich is already the double of a medium archery build

Needless to say, weight does have a significant impact on how range players play their class. Increasing bolt weight and xbow weight increased weight of the average xbow user with (1 slot of bolts) by about 50% if they added another slot of bolts they received extra punishment to their kiting abilities.
dude open your eyes plz all xbowers on eu server are still kiting and nobody is able to catch them...

Xbowers are unable to effectively run away if they sport anything that is considered light armor.
once again open your eyes come spec on eu server they all can run away and its the last ranged class who still can
same thing goes for other ranged about light armor...

they can maintain distance but they will be unable to use their primary weapon effectively taking them out of the game.
yeah like archers who cant put any point in melee because they have to spend all wpf in archery with a str build to be able to do a bit of damage


As is you can't even really melee well with the arbalest in your inventory to defend yourself you have to drop your primary weapon and fight near it so you might have a chance of picking it back up again.
actually ofc you can because most of xbowers have around 24 agi so enough wpf to split between melee and xbow
and they dont have pd/pt requierement so xbowers still can put point in power strike where archers and throwers cant.


100% of xbowers do not use blunt weapons the majority of xbowers in NA use cut based side arms.
what is actual na population ? because on eu we are around 100 players everyday and 20 or 30 of them are xbowers
90% of them are using blunt weapons

my build at level 30 is as follows:
16-27
4 athletics
2 power strike
9 weapon master

185 wpf in xbow
77 wpf in 1h.
come eu1 pick some names check their build in database and face reality for once in your life...
they all have 8 ath 8 wm 5 or 6 ps


I use a Stick as a sidearm or a Niuweidao depending on how I want to play.

I am with Heskey on the whole range doesn't really bother me on any of my characters. I rarely get shot and if I do its a mistake on my part though even then the damage is laughable. as a medium armored range player seeing an arbalest do a mere 45% of my HP seems a bit off when you compare the stories that people say about taking 90% of their hp.
you are such of bad faith dude it's insane when ppl speak about 90% it is true but when many people is telling you this you should think about it and start to question yourself


edit @ Thryn I was hesitant to increase armor soak because doing so would nullify some damage cut based weapons do more so than the pierce damage standard of range. While yes it would effectively reduce range damage it would also result in the majority of the population's primary weapons dealing significantly less damage. I have done zero playtests of various melee builds I'm not really sure how melee dmg stands atm I'm pretty busy testing throwing/xbow/archery.

SO A FULL COMMUNITY IS TELLING YOU THAN XBOWS ARE TOO POWERFULL, ARE YOU KEEPING LISTENING YOURSELF OR FINALY LISTEN THE COMMUNITY AND PROPOSING SOME SOLUTIONS BECAUSE WE ARE WAITING FOR IT AND YOU KEEP DEFENDING IT LIKE IF YOU DONT WANT TO CHANGE ANYTHING !!!

imo you should get fire from this item balancer job because you did nothing and you refuse any change... wich is bad qulity for an item balancer. and im sure than the stats i proposed would work !

just to resume, actualy xbowers can :
- wpf in both stats (mele/range)
- high ath and kite like archers in old times
- dont need to use 0 slots weapon
- an insane accuracy at close and middle range (even long range for some good players)
- wear 2 stack of bolts because 0 slot
- and deal insane damage

archers and throwers can just have one of those...
 


dont you feel like it's a bit too much? i'm the only one ? no !

sry for frankly speaking but i'm like this !
oh and can we balance crpg about what is happening on eu servers ? wich are the most populated actually ?
because xbowers are killing it atm


Title: Re: The Ranged Problem.
Post by: Mr_Oujamaflip on December 28, 2017, 12:10:52 am
I don't think crossbows themselves are too powerful, I think their melee component is too strong. Bump arbalest strength requirement to 21, nerf low proficiency melee weapons hard. Also do something about shotgunning, make the accuracy far worse when moving and maybe increase the nudge range from when they have their bows bent or crossbows aimed.
Title: Re: The Ranged Problem.
Post by: Butan on December 28, 2017, 01:59:57 am
just to resume, actualy xbowers can :
- high ath and kite like archers in old times
 


Kiting xbowers  :lol:

Crossbows are debatedly (important part here) too strong for the cost to character build they impose (compared to throwing and bows) but the fact that they cant kite and never have been able to is their natural weakness/counter part since forever. No need to add imaginary cool points to crossbows to further argue in favor of their nerfing.
Title: Re: The Ranged Problem.
Post by: RD_Professor on December 28, 2017, 02:07:52 am
To the people in the thread who think that our balancers want to have xbows be OP, and refuse to change the class whatsoever, you are grossly mistaken. To those who propose damage/accuracy nerfs expecting them to completely solve the problem, they will not. The truth is, the stats of Xbows are rather complicated and coupled together, in such a way that changes to one stat will cause changes to another. As such, finding a solution to this isn't easy. So, give it time, our balancers are working on balancing the class.
Title: Re: The Ranged Problem.
Post by: Thryn on December 28, 2017, 02:10:17 am
Kiting xbowers  :lol:

Crossbows are debatedly (important part here) too strong for the cost to character build they impose (compared to throwing and bows) but the fact that they cant kite and never have been able to is their natural weakness/counter part since forever. No need to add imaginary cool points to crossbows to further argue in favor of their nerfing.

ye, as a crossbow you can run away and avoid melee, but the reload speed means that generally you aren't going to get another shot off until that person stops chasing you. if you are using a light or hunting crossbow you could probably say that they have some kiting ability (not much if you compare it to archery), but anything above the light xbows = no kiting. btw, by kiting i mean the ability to run & do damage, not just running around being aggravating.
Title: Re: The Ranged Problem.
Post by: Blackbow on December 28, 2017, 04:14:29 am
Kiting xbowers  :lol:

Crossbows are debatedly (important part here) too strong for the cost to character build they impose (compared to throwing and bows) but the fact that they cant kite and never have been able to is their natural weakness/counter part since forever. No need to add imaginary cool points to crossbows to further argue in favor of their nerfing.
dude believe me the kiting power of xbowers never been so op, kiting as an archer or a thrower is barely not possible anymore because the weight of equipement and the str needed for their builds...
same for infantrie who look like never been so far in str investement ( i mean the majority not exeption like you,
the old good mendatory 6ps became 7ps and i see many ppl speaking of 8ps to avoid glancing)

ofc kiting is maybe not the good term when we speak about xbowers, but with their agi build if they want to run away to reload then coming back and shooting at you... they can very easily and you will never hit them...

To the people in the thread who think that our balancers want to have xbows be OP, and refuse to change the class whatsoever, you are grossly mistaken. To those who propose damage/accuracy nerfs expecting them to completely solve the problem, they will not. The truth is, the stats of Xbows are rather complicated and coupled together, in such a way that changes to one stat will cause changes to another. As such, finding a solution to this isn't easy. So, give it time, our balancers are working on balancing the class.

i have strong doubt about the integrity of nightingale and im not the only one...
few years ago you was not in dev team i think and he was already refusing any change.

now to me the best and simple way to balance xbows is by increasing str requierment
explain me how the most powerfull weapon in game just need 16 str ?
why dont you make a try/test for like one week and see what happen ?
and why not give 0 slot quivers to archers  like for xbowers? and allow them to use real weapons and not 0 slots one ?

the stats im proposing are very close of what we had in the old xp system

Arbalest
Requirement: old 16 strength new 24 strength
Thrust: old 85 pierce new 65 pierce

Heavy Crossbow
Requirement: old 14 strength new 21 strength
Thrust: old 74 pierce new 60 pierce

Crossbow
Requirement: old 12 strength new 18 strength
Thrust: old 60 pierce new 55 pierce

Light Crossbow
Requirement: old 9 strength new 15
Thrust: old 53 pierce new 50 pierce

Hunting Crossbow
Requirement: old 7 strength new 12 strength
Thrust: old 48 pierce new 45 pierce
Title: Re: The Ranged Problem.
Post by: Grytviken on December 28, 2017, 05:03:39 am
Anyone who thinks you can't kite with an xbow hasn't tried this build out.

Not only are you going to be the fastest person on the server, you can also 1-2 shot anyone, and you don't even need the Arb or bolts loomed.

visitors can't see pics , please register or login
Title: Re: The Ranged Problem.
Post by: Osiris on December 28, 2017, 06:51:04 am
extremely specialised builds dont really count in this context :P my 9pt stone thrower can 2-3 shot some rangers but its useless at anything else, doesn't mean throwing is now op.

I honestly dont think you can really nerf rangers much more just because people dont want to take shields.
I think most of the complaints about rangers are due to the maps, give people a spot to camp and shoot from with little to no risk and they will take it :P
Title: Re: The Ranged Problem.
Post by: ArcherHelot on December 28, 2017, 07:15:24 am
Just pls nerf xgaymansbowmans
They reproduce every day :|
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 28, 2017, 07:34:15 am
Just give archers more firing speed
Title: Re: The Ranged Problem.
Post by: ArcherHelot on December 28, 2017, 07:42:01 am
Just give archers more firing speed
GOD NO PLS NOT
Do not make out of this mod fkn counter-strike :?
(click to show/hide)
Title: Re: The Ranged Problem.
Post by: Larvae on December 28, 2017, 08:09:21 am
Kiting xbowers  :lol:

Crossbows are debatedly (important part here) too strong for the cost to character build they impose (compared to throwing and bows) but the fact that they cant kite and never have been able to is their natural weakness/counter part since forever. No need to add imaginary cool points to crossbows to further argue in favor of their nerfing.

Lol ,really?
Played with an xbow char myself and its easy af to kite,just use light/med armor,go for agi build and run away from the tincans....

As Bbow sais,its daily stuff on eu1.
Title: Re: The Ranged Problem.
Post by: Larvae on December 28, 2017, 09:12:29 am
Anyone who thinks you can't kite with an xbow hasn't tried this build out.



Not only are you going to be the fastest person on the server, you can also 1-2 shot anyone, and you don't even need the Arb or bolts loomed.

visitors can't see pics , please register or login


That or even 16/24 is the normal xbow build like everyone is using,why the hell would u go for only 4 athletics with an xbow char?

I think just increasing the amount of str needed for the crossbows would fix most problems (instead of nerfing the dmg) as kiting is then not possible anymore..or it is possible,but then u cant be that good in meele anymore.

Well,that wont fix the problem that nearly every 2h/pole char takes a crossbow as "sidearm"  but will prevent kiting.
Title: Re: The Ranged Problem.
Post by: Gristle on December 28, 2017, 09:17:14 am
Ignoring all of the delusional people that just want to kill the class...

as it stands, i think that xbow does too much damage. however, i haven't said the amount of damage that i'd like it to do. also please keep in mind that when im speaking about xbow, im talking about the arbalest. i did quite a bit of testing with other crossbows with professor earlier but i cannot rightly remember every little detail so im forgoing those items in this post. i think arbalest should not have the ability to 2-3 shot a tincan. i wore 80 armor against an arbs in one of these tests, and i think that a crossbow dealing that much damage is a tad extreme. in my mind, balance for a weapon like arbs should be something like: 1 shot nakeds, 80%-1 shot light armor, 2-3 shot 50 armors, 3-4 shot tincans. i think this helps to balance arbs damage in a way without making it useless. when desire says "8 shots to the chest is ridiculous" she is right. we need to find a middle ground between armor doing little against arbs and completely nullifying its damage. also, headshots with arbs should be 1 shot, but all the other crossbows shouldn't (the goal being to highlight player choice in choosing high damage/low reload vs low damage/high reload).

I agree an arbalest shouldn't 2 shot someone wearing the tinnest of can armor, but 4 also sounds pretty high. We only get 8 steel bolts. Arb takes a long time to reload. That guy has to be playing pretty poorly to get shot by 4 arb bolts in one round. Even getting hit by 3 bolts tells me that person isn't paying much attention. Considering reload time and bolts expended, a decent amount of the round's time was focused on bringing that guy down, even though the player might not realize it. More armor is not the counter to range.

I did notice that both the longbows and throwing lances have a 6 difficulty, meaning they require 18 strength to use. I'd say it's reasonable to put arbalest at 18 as well.
Title: Re: The Ranged Problem.
Post by: Gnjus on December 28, 2017, 09:20:53 am
Can't remember the last time I took part in one of these "balance discussions" but let me tell you a story, since you're all n-e-w-f-a-g-s anyway.
Back in the beginning there were 2 or 3 crossbowmen on the whole server, out of hundreds of players while on the other hand - there were hundreds of archers. Only a few of us masochists used crossbows, not because they were "weak", their dmg was brutal, as it should be, but mainly because they were quite inaccurate, their crosshair was so wide that hitting something bordered with randomness. Unfortunately I don't have any ancient screenshots to show you, only these two that were taken after the first wave of Xbow buffs:
(click to show/hide)
(click to show/hide)

Imagine having to hit something with crosshair even wider than this. Later on it was buffed a few times and made a sniper, like it probably still is. That's why everyone and their mother is using it. So no amount of crying will ever change it, if you want less crossbows on the battlefield just make its crosshair as wide as it used to be (nothing wrong with its damage, it should be deadly because you know - bolts actually kill people). When all these simple minded easy-mode nooblets won't be able to hit shit anymore they'll just GTX the class in tears and play something else. Simple as that.
Title: Re: The Ranged Problem.
Post by: Larvae on December 28, 2017, 09:31:46 am
Can't remember the last time I took part in one of these "balance discussions" but let me tell you a story, since you're all n-e-w-f-a-g-s anyway.
Back in the beginning there were 2 or 3 crossbowmen on the whole server, out of hundreds of players while on the other hand - there were hundreds of archers. Only a few of us masochists used crossbows, not because they were "weak", their dmg was brutal, as it should be, but mainly because they were quite inaccurate, their crosshair was so wide that hitting something bordered with randomness. Unfortunately I don't have any ancient screenshots to show you, only these two that were taken after the first wave of Xbow buffs:
(click to show/hide)
(click to show/hide)

Imagine having to hit something with crosshair even wider than this. Later on it was buffed a few times and made a sniper, like it probably still is. That's why everyone and their mother is using it. So no amount of crying will ever change it, if you want less crossbows on the battlefield just make its crosshair as wide as it used to be (nothing wrong with its damage, it should be deadly because you know - bolts actually kill people). When all these simple minded easy-mode nooblets won't be able to hit shit anymore they'll just GTX the class in tears and play something else. Simple as that.

I wouldnt call me and bbow "new"
Title: Re: The Ranged Problem.
Post by: Paul on December 28, 2017, 09:35:22 am
Can't remember the last time I took part in one of these "balance discussions" but let me tell you a story, since you're all n-e-w-f-a-g-s anyway.
Back in the beginning there were 2 or 3 crossbowmen on the whole server, out of hundreds of players while on the other hand - there were hundreds of archers. Only a few of us masochists used crossbows, not because they were "weak", their dmg was brutal, as it should be, but mainly because they were quite inaccurate, their crosshair was so wide that hitting something bordered with randomness. Unfortunately I don't have any ancient screenshots to show you, only these two that were taken after the first wave of Xbow buffs:
(click to show/hide)
(click to show/hide)

Imagine having to hit something with crosshair even wider than this. Later on it was buffed a few times and made a sniper, like it probably still is. That's why everyone and their mother is using it. So no amount of crying will ever change it, if you want less crossbows on the battlefield just make its crosshair as wide as it used to be (nothing wrong with its damage, it should be deadly because you know - bolts actually kill people). When all these simple minded easy-mode nooblets won't be able to hit shit anymore they'll just GTX the class in tears and play something else. Simple as that.

Do as Gnjus says, also increase shot speed and have this (https://www.youtube.com/watch?v=NxOzULkqTuA) playing when wielding the Arb. Rip and tear.
Title: Re: The Ranged Problem.
Post by: Torben on December 28, 2017, 10:17:44 am
Just throwing in my delight about the establishment of the verb "to GTX".

continue
Title: Re: The Ranged Problem.
Post by: Nightingale on December 28, 2017, 11:28:04 am
Hi all, this will be my last attempt at explaining things to the thick-skulled among you. So I apologize if you feel my explanation isn't thorough enough.
I'll try to hit everything in detail as I see the need for it.

Gnjus and Paul - While that would reduce the number of xbowmen it would also increase instances of annoying team wounding from those select few that stay with the class but even then I think there are simpler solutions.

Its been quite some time since someone referenced GTX'ing like that. I appreciate the throwback.

The more you increase the difficulty the easier it is for xbowmen to hybridize into even more effective melee builds because you are effectively reducing options giving them a cut and dry course of action into a 100% without choice style of build.

-------------
@ Larvae At the time when i was level 30 I had full plate guards and played in siege I was never more than just a couple of steps away from at least 2 friendly heavy infantry and all I would have to do is hold an attack in place and let my heavy infantry laugh while they had a choice to either block my attack or theirs. Its an adapted build dedicated to just shooting and being stationary as that was most benefitical to my clan and team at the time. *explains why I had 4 ath and 2 ps*

As to ur suggestion about increasing strength to 24. What would be the result of this? have you thought this through at all? - The first change would be xbowmen would become highly hybridized infantry that are now strength builds with 8 iron flesh and 8 power strike with at least 5 athletics. This is a change you would prefer? Because as I see it that is the opposite of what is ideal. You want xbowmen to be Less effective melee builds yet you propose ideas that would result in them dealing, even more, melee damage being moderately accurate and be able to tank as much as any other infantry player... Seems like flawed logic.

So needless to say I appreciate your very common suggestion but I will have to pass on agreeing with that type of balance choice.

Even a fully tinned up player can keep the gap between the 'kiting' xbower close enough to completely hinder the xbower's ability to reload. Reducing their potential damage output to just whatever they can do in melee *UNLESS* the melee player decides to ignore the xbow allowing them to reload.

-----------

@Grytviken, Yes because you are doing so well with your absolutely amazing 1.1 k/d ratio with 23 kills for every 21 deaths lmao.

----------

@Blackbow if for whatever reason the developer team contracted retardation and decided to implement your patch because you are clearly a wise and all-knowing demigod amongst c-rpg players; here would be the result.

1) Arbalest alone would receive a massive buff to accuracy more than double the accuracy it has now. Meaning absolutely 0 investment into this build would be 100% pinpoint accurate.
2) Increasing the strength requirement to 24. Great now we have 100% melee builds with 8 iron flesh 8 ps and full dedicated wpf towards melee running around with pinpoint accurate weapons. Truly inspiring.
3) Though that pinpoint accuracy will only deliver anywhere between 8-17 damage so You might as well not pay the upkeep on this hunk of garbage? I mean Just use a +3 wooden stick and you'll do more damage on average. I'll just pretend you know what you are doing here and tell you straightforward "no" I am not going to completely nerf xbow out of existence. by the time you got down to hunting xbow you'd see damages like 4-11 lmao. If only we had more great minds like yours balancing range it's a true shame we do not.

Str doesn't increase accuracy for xbow. Lowering its damage increases accuracy for xbow. by removing 20 damage you are buffing accuracy of arbalest by around 60%.

When you say no other range class can deal as much damage you are 100% incorrect. Arbalest as is deals on average 28-37 ish damage to a medium infantry player.  This is due to armor soak and range debuff multiplier at play. There is no stat to statically improve the xbow damage only factors that hinder its damage. If its raining at all you might as well not even bother carrying an xbow. Ur damage reduces to the 16-21 range.

Whereas say throwing With 6 PT you can deal 50 damage on average with a variety of weaponry or strength archers can deal 40-50 damage depending on their build. You have inflated delusions of xbow damage Which is understandable since you have grown so biased against them Whereas the show damage feature does not lie. Not saying you are lying but You clearly do not have a grip on reality and never once have I said xbow is fine as it is. We are working on it as much as possible please be patient.

The damage tests done by thyrn are not full proof and don't display the actual damages. As I'm sure he is aware damage is much lower than he probably initially thought. though these numbers I'm saying 28-37 are indeed high when taking into consideration I'm shooting someone with full plate. So when you say I am lying about that damage you are simply wrong and are misunderstanding how damage works in this game in accordance with hp armor soak and speed bonus other factors like distance. I'm not going to explain everything to you If you are indeed not new then you had every chance to learn these things by now and I am truly sorry that you did not.

Raylin did fail at balancing range. Let that sink in. He failed. He implemented stats VERY similar to the ones you are proposing. You like him would not produce a decent range patch if we gave you the chance to balance range. Again I have never once said I refused to change the class I play. I even listed changes I supported and implemented over the course of 2 years. Unlike Raylin I did not upset the balance of the game so much that people reverted my changes or even took notice for that matter. As you can clearly tell because now I am having to explain that I've supported and had all of these changes done yet no one seems to know that They happened?! Sometimes the community is just wrong because they are wrong. It's not an easy position to be in as a person to have to tell stubborn people that are 100% certain they are correct about everything that they are wrong. Matter of a fact it's an impossible position to be in. I can only ask that you trust I don't want the game to be imbalanced. I enjoy playing this game like everyone here.

once again I will repeat myself I do not want no investment hybrids to be an OP dominate presence in EU 1 or any server for that matter. I like you would like there to be SOME difference between having spent nearly a decade playing a class and having picked up the thing off the ground so I like you was met with disappointment when PD wasn't an option. Though Unlike you I will stand by every single class to avoid unwarranted nerfs/changes. I will play test every single class before making changes and I will take my time and not be rushed into decisions based upon by community tears. I am not a person that can be swayed like that.

Even with 24 agility you are effectively wearing at least 2.5 great mauls if you ulitize every slot the way you are suggesting. Dropping the xbow will result in you being much more effective in melee than you actually keeping it in your inventory while fighting.

Why would I question myself when I can actually see the damage values displayed in number format moreover, the only ranged class that can drop me to 10% hp would be throwing. Not xbows. not archers.

It is very odd to me that you request me to be fired when I am actively trying to fix the issue. You can talk to Thyrn who you seem to hold higher and trust him more than I. He can tell you I spent at least 5 hours with Professor this evening alone trying to fix armor soak and re-establish a basis for making a change that would effectively eliminate xbows ability to 2 shot even the tankist of infantry. The ideal lethal damage values should be as follows

1 shot 1-20 armor value
1-2 shot 21-35ish armor value
2 shot 36-55 armor value
3 shot 60 armor value
4-5 shot 70 ish armor to 80.

Varies based on build and iron flesh ofc.

I guess I can apologize for not listing my suggestions in a public forum? Well not really that isn't something to apologize for.

Last edit: Blackbow you said why don't I make bows like xbows and have 0 slot quivers. I would like to point out that 2 of the options are alredy 0 slots and that just this evening I suggested making higher tier bows 3 slots like xbows and reducing quivers to 0 slots ofc I have no evidence so again you will just have to trust me which you seem to be entirely unable to do.
---------



Title: Re: The Ranged Problem.
Post by: Larvae on December 28, 2017, 11:48:19 am
Hi all, this will be my last attempt at explaining things to the thick-skulled among you. So I apologize if you feel my explanation isn't thorough enough.
I'll try to hit everything in detail as I see the need for it.

Gnjus and Paul - While that would reduce the number of xbowmen it would also increase instances of annoying team wounding from those select few that stay with the class but even then I think there are simpler solutions.

Its been quite some time since someone referenced GTX'ing like that. I appreciate the throwback.

The more you increase the difficulty the easier it is for xbowmen to hybridize into even more effective melee builds because you are effectively reducing options giving them a cut and dry course of action into a 100% without choice style of build.

-------------
@ Larvae At the time when i was level 30 I had full plate guards and played in siege I was never more than just a couple of steps away from at least 2 friendly heavy infantry and all I would have to do is hold an attack in place and let my heavy infantry laugh while they had a choice to either block my attack or theirs. Its an adapted build dedicated to just shooting and being stationary as that was most benefitical to my clan and team at the time. *explains why I had 4 ath and 2 ps*

As to ur suggestion about increasing strength to 24. What would be the result of this? have you thought this through at all? - The first change would be xbowmen would become highly hybridized infantry that are now strength builds with 8 iron flesh and 8 power strike with at least 5 athletics. This is a change you would prefer? Because as I see it that is the opposite of what is ideal. You want xbowmen to be Less effective melee builds yet you propose ideas that would result in them dealing, even more, melee damage being moderately accurate and be able to tank as much as any other infantry player... Seems like flawed logic.

So needless to say I appreciate your very common suggestion but I will have to pass on agreeing with that type of balance choice.

Even a fully tinned up player can keep the gap between the 'kiting' xbower close enough to completely hinder the xbower's ability to reload. Reducing their potential damage output to just whatever they can do in melee *UNLESS* the melee player decides to ignore the xbow allowing them to reload.

-----------

@Grytviken, Yes because you are doing so well with your absolutely amazing 1.1 k/d ratio with 23 kills for every 21 deaths lmao.

----------

@Blackbow if for whatever reason the developer team contracted retardation and decided to implement your patch because you are clearly a wise and all-knowing demigod amongst c-rpg players; here would be the result.

1) Arbalest alone would receive a massive buff to accuracy more than double the accuracy it has now. Meaning absolutely 0 investment into this build would be 100% pinpoint accurate.
2) Increasing the strength requirement to 24. Great now we have 100% melee builds with 8 iron flesh 8 ps and full dedicated wpf towards melee running around with pinpoint accurate weapons. Truly inspiring.
3) Though that pinpoint accuracy will only deliver anywhere between 8-17 damage so You might as well not pay the upkeep on this hunk of garbage? I mean Just use a +3 wooden stick and you'll do more damage on average. I'll just pretend you know what you are doing here and tell you straightforward "no" I am not going to completely nerf xbow out of existence. by the time you got down to hunting xbow you'd see damages like 4-11 lmao. If only we had more great minds like yours balancing range it's a true shame we do not.

---------

I'm sure ill edit more in here in just a second gotta go back a page....

Xbowers couldnt kite that much anymore and they have anyways atleast 6 ps qith a bit less hp but more athletics. Also they would not be that accurate anymore if they want to have decent meele stats.
Title: Re: The Ranged Problem.
Post by: Gnjus on December 28, 2017, 11:55:13 am

Gnjus and Paul - While that would reduce the number of xbowmen it would also increase instances of annoying team wounding from those select few that stay with the class but even then I think there are simpler solutions.


Eh what ? Are you saying that the problem would be those "selected few that stay with the class" hitting their own teammates instead of the enemy or am I getting this wrong ? As in, for example:
(click to show/hide)
I'm aiming for the arab archer on the left roof and instead I hit one of my own beneath the building ? Cause you sure as hell make it sound that way and we're not talking about THAT much inaccuracy. If you're talking about shooting into melee while they're fighting I assure you: the "instances of annoying team wounding" would be nowhere near the amount you're implying. And even if they were - it would be much less damage than this shitty counter strike we're playing right now. I hope I'm getting you wrong because what you just wrote has absolutely no sense whatsoever and it borders with plain stupidity & ignorance resulting from a lack of arguments in "discussion". I agree that maybe there are other solutions, I just mentioned how it used to be back in the days when crossbows were "normal".
Title: Re: The Ranged Problem.
Post by: Gristle on December 28, 2017, 12:00:44 pm
they have anyways atleast 6 ps
Do you mean the current common build has 6 PS? The build with 16 strength?
Title: Re: The Ranged Problem.
Post by: Nightingale on December 28, 2017, 12:08:08 pm
Eh what ? Are you saying that the problem would be those "selected few that stay with the class" hitting their own teammates instead of the enemy or am I getting this wrong ? As in, for example:
(click to show/hide)
I'm aiming for the arab archer on the left roof and instead I hit one of my own beneath the building ? Cause you sure as hell make it sound that way and we're not talking about THAT much inaccuracy. If you're talking about shooting into melee while they're fighting I assure you: the "instances of annoying team wounding" would be nowhere near the amount you're implying. And even if they were - it would be much less damage than this shitty counter strike we're playing right now. I hope I'm getting you wrong because what you just wrote has absolutely no sense whatsoever and it borders with plain stupidity & ignorance resulting from a lack of arguments in "discussion". I agree that maybe there are other solutions, I just mentioned how it used to be back in the days when crossbows were "normal".

You are correct in assuming I misunderstood Trying to understand the illogical concepts of the random influx of ideas as had a detrimental impact on my intelligence.

TO clarify I would support a decrease in accuracy though we are exploring additional options. A debuff to accuracy may follow suit.

Edit: Fair to note I edited in quite a long wall of text directed at black bows posts that he provided responding to things I said. In the last post I made claiming it would be my last... I suppose I forgot how to count too.
Title: Re: The Ranged Problem.
Post by: Larvae on December 28, 2017, 12:21:15 pm
Do you mean the current common build has 6 PS? The build with 16 strength?

18/24 also a possible build^^
Title: Re: The Ranged Problem.
Post by: Grumbs on December 28, 2017, 12:34:43 pm
Hi all, this will be my last attempt at explaining things to the thick-skulled among you.


I appreciate you blessing us with your presence. That probably sounds pretty sarcastic but I do think we have been a bit harsh and you are putting a lot of depth and content into your posts so I appreciate that


As to ur suggestion about increasing strength to 24. What would be the result of this? have you thought this through at all? - The first change would be xbowmen would become highly hybridized infantry that are now strength builds with 8 iron flesh and 8 power strike with at least 5 athletics. This is a change you would prefer? Because as I see it that is the opposite of what is ideal. You want xbowmen to be Less effective melee builds yet you propose ideas that would result in them dealing, even more, melee damage being moderately accurate and be able to tank as much as any other infantry player... Seems like flawed logic.



If you can be moderately accurate with 5 WM and still be good in melee then maybe that is part of the problem? Maybe increasing the crosshair size could be an idea. I don't buy that it is to prevent team wounding that they are so accurate. People shouldn't fire into melee if they have a chance of hitting a team mate. It would encourage players to get closer to the enemies, which would put them in more danger so would be a good balance option imo. You could nerf low WPF melee too, or buff high WPF melee players. I don't know how xbows are with 1 WPF atm, but I remember them being pretty crazy even without WPF



@Blackbow if for whatever reason the developer team contracted retardation and decided to implement your patch because you are clearly a wise and all-knowing demigod amongst c-rpg players; here would be the result.

1) Arbalest alone would receive a massive buff to accuracy more than double the accuracy it has now. Meaning absolutely 0 investment into this build would be 100% pinpoint accurate.
2) Increasing the strength requirement to 24. Great now we have 100% melee builds with 8 iron flesh 8 ps and full dedicated wpf towards melee running around with pinpoint accurate weapons. Truly inspiring.
3) Though that pinpoint accuracy will only deliver anywhere between 8-17 damage so You might as well not pay the upkeep on this hunk of garbage? I mean Just use a +3 wooden stick and you'll do more damage on average. I'll just pretend you know what you are doing here and tell you straightforward "no" I am not going to completely nerf xbow out of existence. by the time you got down to hunting xbow you'd see damages like 4-11 lmao. If only we had more great minds like yours balancing range it's a true shame we do not.

Str doesn't increase accuracy for xbow. Lowering its damage increases accuracy for xbow. by removing 20 damage you are buffing accuracy of arbalest by around 60%.



I doubt Blackbow meant to increase the accuracy like that. He probably intended for you to adjust things to maintain the same accuracy.



once again I will repeat myself I do not want no investment hybrids to be an OP dominate presence in EU 1 or any server for that matter. I like you would like there to be SOME difference between having spent nearly a decade playing a class and having picked up the thing off the ground so I like you was met with disappointment when PD wasn't an option. Though Unlike you I will stand by every single class to avoid unwarranted nerfs/changes. I will play test every single class before making changes and I will take my time and not be rushed into decisions based upon by community tears. I am not a person that can be swayed like that.



This is my main gripe too. Theres way too much hybrid power just by picking up a xbow and putting some WPF into xbows. I bet there are a plethora of ways to fix that, but here we are in 2017/2018 and the class is still in the shape it is now
Title: Re: The Ranged Problem.
Post by: Nightingale on December 28, 2017, 12:41:34 pm
I appreciate you blessing us with your presence. That probably sounds pretty sarcastic but I do think we have been a bit harsh and you are putting a lot of depth and content into your posts so I appreciate that

A little sarcasm never hurt anyone.
Title: Re: The Ranged Problem.
Post by: Gnjus on December 28, 2017, 12:59:47 pm
This doesn't seem "normal" to me, this suggests the class was not at all appealing to play.

You and "normal" shouldn't even be put into the same sentence. Ofc it wasn't "appealing" to brainless easy-moders who wanted to top the scoreboards without putting any effort into their game, that's why they all went to be archers. It wasn't perfect but it was more "normal" than this shit we have now.
Title: Re: The Ranged Problem.
Post by: Ikarus on December 28, 2017, 01:08:50 pm
Haven't read through all of this, I just wonder if we have come to any conclusion so far?
Title: Re: The Ranged Problem.
Post by: //saxon on December 28, 2017, 01:40:09 pm
Is it not fair to think that nerfing one class also buffs another? This whole rock paper scissor thing is real u know.

Cav will be stronger if ranged is nerfed, then melee players will say cav is too strong, true?? or nah
I'm just thinking in a different way to this and i havn't read through all 16 pages haaaa

I'm just saying be careful how you change ranged need to think of what other things might happen, cav will take less damage, hell that might even be a good thing, do horses get 2 shot from ranged? i don't know..
Title: Re: The Ranged Problem.
Post by: Butan on December 28, 2017, 01:45:11 pm
Is it not fair to think that nerfing one class also buffs another?

Indeed, thats why nerfing/buffing without proper testing can cause more problems than it solves. Like the word "balance" pre-suppose, its very hard to reach a point where everything weights equally!
Title: Re: The Ranged Problem.
Post by: Grumbs on December 28, 2017, 02:02:26 pm
Is it not fair to think that nerfing one class also buffs another? This whole rock paper scissor thing is real u know.

Cav will be stronger if ranged is nerfed, then melee players will say cav is too strong, true?? or nah
I'm just thinking in a different way to this and i havn't read through all 16 pages haaaa

I'm just saying be careful how you change ranged need to think of what other things might happen, cav will take less damage, hell that might even be a good thing, do horses get 2 shot from ranged? i don't know..

I think buffing polearm stab is on the cards too. That is the natural counter to cav and the stab is kind of awkward atm. It was also suggested to make cav rear from 0 damage pierce stabs in the head like they used to.

I don't know about everyone else but if I die to cavalry I at least feel like I can blame myself for not being aware enough, for missing a block or for missing a swing/stab. That to me is much more enjoyable gameplay than random damage from an unseen enemy, or thinking that guys have a ranged weapon as well as pretty much the same class as me if they enter melee
Title: Re: The Ranged Problem.
Post by: Fungus on December 28, 2017, 04:16:55 pm
Buffing pole stab in general I think would aid with the ranged problem, as more people would be inclined to play a hoplite class with a shield
Title: Re: The Ranged Problem.
Post by: bensai on December 28, 2017, 04:33:13 pm
Is it not fair to think that nerfing one class also buffs another? This whole rock paper scissor thing is real u know.

Cav will be stronger if ranged is nerfed, then melee players will say cav is too strong, true?? or nah
I'm just thinking in a different way to this and i havn't read through all 16 pages haaaa

I'm just saying be careful how you change ranged need to think of what other things might happen, cav will take less damage, hell that might even be a good thing, do horses get 2 shot from ranged? i don't know..

I know this sounds bad, but a little weight off of the cav nerf won't hurt anything IMO. I play cav a lot and my horse is often taken down in a single arrow/crossbow/thrown headshot + speed bonus, or one good slash from any melee weapon + speed bonus. Also polearms with shorter length (like the bec) can actually "out reach" a lance; if you release your stab early, the very end portion of the animation (the part of the swing that does NO damage) is still capable of rearing a horse when it dinks it, allowing polearms to use their full length against cav. I play bait cav a lot where i just roll up in groupfights and let my horse absorb hits while my teammates kill the enemies, and my horse goes down in 2 or 3 hits without speed bonus. Kinda crazy. I mean the most annoying cav players are the ones you never even get a chance to hit; the ones that lurk and wait until archers/infantry are fighting/shooting and then charge in.

But i'll wait until this thread has simmered down before I start another balance thread
Title: Re: The Ranged Problem.
Post by: Mr_Oujamaflip on December 28, 2017, 05:04:01 pm
I know this sounds bad, but a little weight off of the cav nerf won't hurt anything IMO. I play cav a lot and my horse is often taken down in a single arrow/crossbow/thrown headshot + speed bonus, or one good slash from any melee weapon + speed bonus. Also polearms with shorter length (like the bec) can actually "out reach" a lance; if you release your stab early, the very end portion of the animation (the part of the swing that does NO damage) is still capable of rearing a horse when it dinks it, allowing polearms to use their full length against cav. I play bait cav a lot where i just roll up in groupfights and let my horse absorb hits while my teammates kill the enemies, and my horse goes down in 2 or 3 hits without speed bonus. Kinda crazy. I mean the most annoying cav players are the ones you never even get a chance to hit; the ones that lurk and wait until archers/infantry are fighting/shooting and then charge in.

But i'll wait until this thread has simmered down before I start another balance thread

I agree with this. At the same time though many horses can slow down far too quickly, I'd be up for a big buff to horse HP/armour and a nerf to their maneuverability.
Title: Re: The Ranged Problem.
Post by: bensai on December 28, 2017, 06:39:35 pm
I agree with this. At the same time though many horses can slow down far too quickly, I'd be up for a big buff to horse HP/armour and a nerf to their maneuverability.

i agree completely. armor/hp buff
Title: Re: The Ranged Problem.
Post by: Jona on December 28, 2017, 06:42:22 pm
A little sarcasm never hurt anyone.

Idk, from my experience devs get hurt by sarcasm all the time.
Title: Re: The Ranged Problem.
Post by: XyNox on December 28, 2017, 09:31:36 pm
Haven't read through all of this, I just wonder if we have come to any conclusion so far?

Buff 2h I think
Title: Re: The Ranged Problem.
Post by: Fungus on December 28, 2017, 09:32:08 pm
Buff 2h I think
Excellent post
Title: Re: The Ranged Problem.
Post by: Asheram on December 28, 2017, 10:01:08 pm
Buff 2h I think
buff 2h and attache a retractable chain on it so you can retrieve it fast after throwing it at xbowman before they can reload.
Title: Re: The Ranged Problem.
Post by: XyNox on December 28, 2017, 10:03:32 pm
buff 2h and attache a retractable chain on it so you can throw it at xbowman before they can reload and retrieve it fast.

Actually if my memory serves me right, the general consensus reached in all the previous "balance" ranged threads was to make greatswords be able to shoot lazor beams.

Then melee could just shoot ranged themselves while shouting "filthy ranged scum".
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 29, 2017, 12:30:06 am
Actually if my memory serves me right, the general consensus reached in all the previous "balance" ranged threads was to make greatswords be able to shoot lazor beams.

Then melee could just shoot ranged themselves while shouting "filthy ranged scum".

Well you could turn 2h's into the lightsabers in bearforce 2, that would spice things up a lot. Would honestly make the game a lot of fun again, no yoke.
Title: Re: The Ranged Problem.
Post by: Osiris on December 29, 2017, 12:28:25 pm
I think the only way the baying crowds of 2h heroes will be happy is if you give them a knightly aura that blocks all projectiles from the dirty peasants who are too afraid to play the game the way nature intended
Title: Re: The Ranged Problem.
Post by: Algarn on December 29, 2017, 12:49:57 pm
I think the only way the baying crowds of 2h heroes will be happy is if you give them a knightly aura that blocks all projectiles from the dirty peasants who are too afraid to play the game the way nature intended

Just give them the ability to block arrows and you'll see how much they'll still complain about ranged removing more than 10% per shot. I shouldn't have a say when it comes to nerfing shielders because they'll always win a 1v1 against me, same goes about nerfing heavy cavalry because I can't kill their horses. The only imbalances I see are that crossbowmen don't have a requirement skill that forces them to commit to their class (can melee way better than archers), and that the archery builds using less than 8PD are more or less irrelevant.
Title: Re: The Ranged Problem.
Post by: Paul on December 29, 2017, 02:40:24 pm
Ranged pressure seems to be pretty low tbh.
Title: Re: The Ranged Problem.
Post by: zDevilBox on December 29, 2017, 04:10:24 pm
It would be nice to resurrect melee battlegrounds.
Title: Re: The Ranged Problem.
Post by: Odin on December 29, 2017, 05:01:07 pm
There's no problem in ranged. The only people complaining are the 2-handers. Crossbow and archery are extremely hard to play with, more at the early stage. First of all the reload of crossbow is to slow and the ammo you have is scarce. Using an arbalest I couldn't even one-shot the leather armoured guy. Secondly, in the early stages, even at level 30, the reticle you have is not completely accurate so you have to cross your finger and hope you hit the target.
Secondly archery. I tried to create an archer. I couldn't even kill a bot in DTV. The damage you make its nearly nullified and on battle you have to be lucky to hit an almost dead opponent. Moreover you should buff those 2 classes not nerf them, let's not speak about cavalry and polearm or we will stay here for an entire year.
In the end I hardly see more than 8 archers in a server divided in 2 teams. I am preoccupied about you people using 2handers spamming the way left and right.
Title: Re: The Ranged Problem.
Post by: Daniisme on December 29, 2017, 05:53:46 pm
There's no problem in ranged. The only people complaining are the 2-handers. Crossbow and archery are extremely hard to play with, more at the early stage. First of all the reload of crossbow is to slow and the ammo you have is scarce. Using an arbalest I couldn't even one-shot the leather armoured guy. Secondly, in the early stages, even at level 30, the reticle you have is not completely accurate so you have to cross your finger and hope you hit the target.
Secondly archery. I tried to create an archer. I couldn't even kill a bot in DTV. The damage you make its nearly nullified and on battle you have to be lucky to hit an almost dead opponent. Moreover you should buff those 2 classes not nerf them, let's not speak about cavalry and polearm or we will stay here for an entire year.
In the end I hardly see more than 8 archers in a server divided in 2 teams. I am preoccupied about you people using 2handers spamming the way left and right.

dis
Title: Re: The Ranged Problem.
Post by: Sellka on December 30, 2017, 02:50:34 am
A finite amount of ammo, have to spec completely into it if you want to touch anyone in armour with any real result, HS's are almost necessary for some people who go heavy in armour. Then there are armour restrictions and WPF loss which can be pretty steep. Once swords get close to you're pretty much dead at that point unless you can block or run away. Pushing is more to do with strength and if they catch you with a block at the time. If you're a 2h or polearm without a shield that's tough luck learn to dodge.

I've played an archer in CRPG for a long time and it has changed dramatically since the days of yore. I use to be able to steadily de horse people across the map and hit them on horseback. When I see people complain these days it's mostly 2h/pole that has no shield and gets dunked on by an archer. We could stop a lot of the crossbow things by having them require PD to use, would also kill the class because a lot of the players enjoy the use of 1h weapons with some bite to them, in sharp contrast to archers that have almost to no hand to hand capability
Title: Re: The Ranged Problem.
Post by: Nightingale on December 30, 2017, 05:57:47 am
A finite amount of ammo, have to spec completely into it if you want to touch anyone in armour with any real result, HS's are almost necessary for some people who go heavy in armour. Then there are armour restrictions and WPF loss which can be pretty steep. Once swords get close to you're pretty much dead at that point unless you can block or run away. Pushing is more to do with strength and if they catch you with a block at the time. If you're a 2h or polearm without a shield that's tough luck learn to dodge.

I've played an archer in CRPG for a long time and it has changed dramatically since the days of yore. I use to be able to steadily de horse people across the map and hit them on horseback. When I see people complain these days it's mostly 2h/pole that has no shield and gets dunked on by an archer. We could stop a lot of the crossbow things by having them require PD to use, would also kill the class because a lot of the players enjoy the use of 1h weapons with some bite to them, in sharp contrast to archers that have almost to no hand to hand capability

I wish PD was an option but sadly it is not.
Title: Re: The Ranged Problem.
Post by: FlyingHydra on December 30, 2017, 09:24:37 am
I couldn't even kill a bot in DTV.

Archers are not a serious firepower in DTV. It's always better to have an extra 2h/shielder than archer (not a cav tho, no one likes the cav). In DTV they are rather a support class which can't do much on its own, sadly.
Title: Re: The Ranged Problem.
Post by: Elmetiacos on December 30, 2017, 11:35:02 am
Archers and Crossbow users depend on each other and on overall numbers much more than other classes. They reach a critical mass if you have enough of them and can break the game. If you have 10 people on the server and two are archers, they're toast. If, on the other hand, you have 100 people on a server and 20 are archers, that's a different matter.
Title: Re: The Ranged Problem.
Post by: Thryn on December 30, 2017, 07:06:30 pm
yes, if you have 100 people on the mob will charge the archers, if you have 10, the other 8 will quit
Title: Re: The Ranged Problem.
Post by: Sellka on December 31, 2017, 06:02:46 pm
yes, if you have 100 people on the mob will charge the archers, if you have 10, the other 8 will quit

My suggestion to that is something with the rules, no range under X amount of players, because I know I've caused people to leave the server due to pews.
Title: Re: The Ranged Problem.
Post by: Finse on December 31, 2017, 07:08:26 pm
My suggestion to that is something with the rules, no range under X amount of players, because I know I've caused people to leave the server due to pews.

lol, if that gets implemented, it means people cant play their class, because melee cant be assed to get shields and work together. Instead they try to avoid it by having a spasmatic attack on their hand.
Title: Re: The Ranged Problem.
Post by: Osiris on December 31, 2017, 07:08:42 pm
so you will force off the ranged players instead?  :lol:
Title: Re: The Ranged Problem.
Post by: Thryn on December 31, 2017, 07:25:20 pm
My suggestion to that is something with the rules, no range under X amount of players, because I know I've caused people to leave the server due to pews.

forcing people to not play or change class goes fundamentally against the crowning ideal of player freedom that crpg tries to embody


can't do this, sorry m8
Title: Re: The Ranged Problem.
Post by: njames89 on December 31, 2017, 07:39:48 pm
I'd just say we need to be careful not to grossly overnerf in this case.
Title: Re: The Ranged Problem.
Post by: Sellka on December 31, 2017, 08:27:30 pm
lol, if that gets implemented, it means people cant play their class, because melee cant be assed to get shields and work together. Instead they try to avoid it by having a spasmatic attack on their hand.

I main as range, but it's not unheard of. I remember NA community having something the same and this was before na really had pop back in the day. I'm willing to not play my class to let the server get popped.
Title: Re: The Ranged Problem.
Post by: Sellka on December 31, 2017, 08:38:23 pm
forcing people to not play or change class goes fundamentally against the crowning ideal of player freedom that crpg tries to embody


can't do this, sorry m8

You're complaining about archers and I'm giving solutions, it's more productive than simply screaming NERF every few minutes. We want people to stay on the server yet archers force people away because they are too stubborn to take a shield or accept that they are going to get shot due to lack of protection. Again you are suggesting a nerf to a class that only has X amount of ammo and is most of the time useless in close combat besides blocking. What are archers suppose to do? I know that most cases I cannot afford to put 5-8 arrows in a person, which is the case at times. I have to aim for headshots and that's how I've found it for the longest time.

More so you posted photos of the reticule in very light clothing, you should post screenshots of what the armour does to that and try to shoot from a much further range at a moving target trying not to get shot. Shooting a guy standing still is easy as piss, an even then you can miss 2/3's of a shot due to veering
Title: Re: The Ranged Problem.
Post by: Algarn on December 31, 2017, 08:45:20 pm
You're complaining about archers and I'm giving solutions, its more productive than simply screaming NERF every few minutes. We want people to stay on the server yet archers force people away because they are too stubborn to take a shield or accept that they are going to get shot due to lack of protection. Again you are suggesting a nerf to a class that only has X amount of ammo and is most of the time useless in close combat besides blocking. What are archers suppose to do? I know that most cases I cannot afford to put 5-8 arrows in a person, which is the case at times. I have to aim for headshots and that's how I've found it for the longest time.   

Thing is, he isn't complaining about archers, but crossbowmen who are able to easily outfight a melee player while archers have to commit to their class and sacrifice melee power. The game needs class balance so not all archers/cavs are put in the same team. Besides, the thing that is just purely wrong with your idea, is the effectiveness of the ranged players on the server : why would a level 34 crossbow main be stopped from entering the server when a peasant with a short bow is already filling that slot ?
Title: Re: The Ranged Problem.
Post by: Sellka on December 31, 2017, 08:58:47 pm
Thing is, he isn't complaining about archers, but crossbowmen who are able to easily outfight a melee player while archers have to commit to their class and sacrifice melee power. The game needs class balance so not all archers/cavs are put in the same team. Besides, the thing that is just purely wrong with your idea, is the effectiveness of the ranged players on the server : why would a level 34 crossbow main be stopped from entering the server when a peasant with a short bow is already filling that slot ?

Unfortunately, both get slapped together and this thread is about Range in general. Also what you're talking about is more to deal with the auto/banner balance then what can be controlled by rules and what we can do over the code.

We could stop a lot of the crossbow things by having them require PD to use, would also kill the class because a lot of the players enjoy the use of 1h weapons with some bite to them, in sharp contrast to archers that have almost to no hand to hand capability

Which Night said if only we could assign PD to the Crossbow
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on December 31, 2017, 09:00:41 pm
I thought xbow was the go-to i want to play something thats still fun class, is it really going to be reduced to the non-fun levels of everything else? I mean i barely play the game now, but if you want people to keep playing best thing is probably not to ruin something they enjoy but rather make others equally attractive.
Title: Re: The Ranged Problem.
Post by: Finse on December 31, 2017, 09:01:28 pm
Dont need to give crossbows need of PD, make the reload speed slower and make it more str req.
Title: Re: The Ranged Problem.
Post by: Thryn on December 31, 2017, 11:27:34 pm
You're complaining about archers and I'm giving solutions,

I did not complain about archers, I highlighted the disparity in skill point distribution between crossbows and every other class in the game. You should understand this because crossbowmen can shoot down a plate wearing player with two shots and then charge into melee and be HIGHLY effective whereas an archer cannot because you must invest in power draw. I said nothing about touching archers whatsoever, but if you continue to irrationally assume that I lump all ranged together because you believe that I'm a moronic two-hander who hates ranged, there's nothing I can do to quell your fears.

I have absolutely no problem with you making suggestions, but I will shoot suggestions down when I believe I have a valid argument against them (e.g. player choice trumping ranged player count limitation rules)


 it's more productive than simply screaming NERF every few minutes.

I didn't scream NERF RANGED OP OP, but instead put forth ideas that looked to improve balance. As for damage done by ranged, it is quite high. After all, even a Chinese player got up and complained about getting two shot by ranged because damage like that is a bit absurd. I also know however that melee players can deal outrageous amounts of damage (i.e. one shotting with a polearm) so that's why the balance team looked at the armor soak option before setting itself alight on the NERF RANGED pyre.

tl;dr we think that everything is doing too much damage so we are messing with tankiness b4 destroying the mod


We want people to stay on the server yet archers force people away because they are too stubborn to take a shield or accept that they are going to get shot due to lack of protection.

I personally want to buff shielders because right now, shielder is much weaker than the other melee builds and that's the truth. You don't get very much of a return on your investment, so by buffing shielders, I hope that we can give players an incentive to pick up the class.

 Again you are suggesting a nerf to a class that only has X amount of ammo and is most of the time useless in close combat besides blocking. What are archers suppose to do? I know that most cases I cannot afford to put 5-8 arrows in a person, which is the case at times. I have to aim for headshots and that's how I've found it for the longest time.

I feel like here you are once again grouping archers and crossbowmen in the same bubble which is a mistake.

More so you posted photos of the reticule in very light clothing, you should post screenshots of what the armour does to that and try to shoot from a much further range at a moving target trying not to get shot. Shooting a guy standing still is easy as piss, an even then you can miss 2/3's of a shot due to veering

ranged is hard

str archer is completely viable atm, sexy furry easily 3 shots my build and 4 shots it in the rain. before the armor soak & ranged movement speed changes, sexy furry could 2 shot me which is a bit on the strong side. i think that the changes have balanced it out in a fair manner but didn't eliminate his class from the viability pool. at the same time, sexy furry is limited in melee, which is what gives us what we players consider to be balance. however if you look at pistachio who has been playing arbalest lately, he can two shot me with the arbs and if I get close, pull out a military cleaver and be a very capable opponent in melee. i'm not arguing for a damage nerf like some would assume on the arbs, but how is it fair for pistachio to deal strong damage at range and strong damage in cqc while sexy furry cannot?

btw balanced build archers suck atm, archers are being examined
Title: Re: The Ranged Problem.
Post by: Sharpe on January 01, 2018, 02:05:31 am
archers are being examined

(click to show/hide)
I remember when Tydeus said the same thing.

As long as you're being proactive and productive, all should be well. I think.
Title: Re: The Ranged Problem.
Post by: Butan on January 01, 2018, 02:17:29 am
I dont really understand the problem of crossbows when you try to compare them to archers to explain their pre-supposed extreme advantages.

If an archer goes against a crossbowman, he can spam him with arrows and deny the crossbowman reload after a shot. If they go in melee, of course the crossbowman should have an easier time having a build that is better in melee since they are more "clunky" in the ranged category (ignoring cover advantages and such). For me the "but my archer build will always be inferior in melee to a crossbowman" is how it should be in the end, with how reload time is extremely high in cRPG with crossbows. Also, when you inject the skill parameter, even an inferior archer can beat a superior crossbowman melee build so all is good.



The problem is much more understandable when you compare crossbows to pure meleeists, they can have a very nice shot or two on a dude and then go into melee on nearly equal ground, but then the crossbowman have near no melee option except 1h no shield or some inferior 2h/poles and the crossbows cost a lot to repair (maybe not a problem anymore today).


I think it wouldnt hurt to make the crossbows proportionally harder to handle (WPF, pre-requisites) but not much more is needed. Or as james said:

I'd just say we need to be careful not to grossly overnerf in this case.
Title: Re: The Ranged Problem.
Post by: Grytviken on January 01, 2018, 10:53:06 pm
I dont really understand the problem of crossbows when you try to compare them to archers to explain their pre-supposed extreme advantages.

If an archer goes against a crossbowman, he can spam him with arrows and deny the crossbowman reload after a shot. If they go in melee, of course the crossbowman should have an easier time having a build that is better in melee since they are more "clunky" in the ranged category (ignoring cover advantages and such). For me the "but my archer build will always be inferior in melee to a crossbowman" is how it should be in the end, with how reload time is extremely high in cRPG with crossbows. Also, when you inject the skill parameter, even an inferior archer can beat a superior crossbowman melee build so all is good.



The problem is much more understandable when you compare crossbows to pure meleeists, they can have a very nice shot or two on a dude and then go into melee on nearly equal ground, but then the crossbowman have near no melee option except 1h no shield or some inferior 2h/poles and the crossbows cost a lot to repair (maybe not a problem anymore today).


I think it wouldnt hurt to make the crossbows proportionally harder to handle (WPF, pre-requisites) but not much more is needed. Or as james said:

The problem is that they are able to do an obscene amount of damage from a bug, they are able to one shot anyone regardless of how much IF, armor and str the target has. Their average damage is already the highest of any weapon in the game ( arb that is ). I don't think anyone is saying to nerf them into oblivion, but range does alot more damage comparative to any melee str damage build. The Arbalest does twice as much damage as a Morningstar and is far more forgiving to use.

I don't see any melee players 1-2 shotting anyone with a decently balanced stat/armor build. Range on the other hand is able to do this quite easily with the speed bonus changes.

Title: Re: The Ranged Problem.
Post by: Nightingale on January 01, 2018, 11:44:35 pm
almost every melee weapon a strength build would utilize does by far more damage on average than the arbalest. Even before we toyed with armor soak values. Morningstar especially does almost double the damage output. Arbalest was only able to 1 shot very light armored individuals highly dependent on the targets iron flesh and strength. (basically, everything you said is false)

We are toying with armor soak and damage type multipliers so you should notice that xbow is less damaging. averaging anywhere between 18-41 depending on the armor you roll with.
Title: Re: The Ranged Problem.
Post by: Grytviken on January 02, 2018, 03:35:11 am
almost every melee weapon a strength build would utilize does by far more damage on average than the arbalest. Even before we toyed with armor soak values. Morningstar especially does almost double the damage output. Arbalest was only able to 1 shot very light armored individuals highly dependent on the targets iron flesh and strength. (basically, everything you said is false)

We are toying with armor soak and damage type multipliers so you should notice that xbow is less damaging. averaging anywhere between 18-41 depending on the armor you roll with.

With 27 str, +3 weimar helmet, +3 heavy gauntlets, +3 Gothic plate with Bevor a body shot while running towards an xbow brought me down to 20% health. Headshot was instant death. This was a week ago when I tested it.

I think its fixed now.
Title: Re: The Ranged Problem.
Post by: Nightingale on January 02, 2018, 03:44:41 am
A week ago we discovered bugs with armor soak and damage multipliers. I don't doubt with speed bonus shit like that was happening.

Thou other weapons especially a week ago where doing far more damage on average than the arbalest. A lot of fucky multipliers and armor soak values that we are tweaking and sorting out. hopefully will fix the issue.
Title: Re: The Ranged Problem.
Post by: XyNox on January 02, 2018, 04:45:07 am
I get the impression that different servers run different damage calculations. I havent done any scientific tests but every time I try a build on EU3 or EU7, it seems to behave quite differently on EU1. It may be a placebo since you are under more stress when playing against people rather than just casually testing builds in peace but could it be that some servers didnt get "updated" properly or something, just like the CN server run differently ? Maybe somebody with video editing skills should test bow/crossbow reload/draw times frame by frame on EU1,3,7, etc. and evaluate if there differences per server. If there happen do be differences, one could assume those also affect damage calculation.

Regarding actual ranged damage, I dont get how some people come across these insane damage numbers. I played with a 18/21 6 PD 155 archer WPF and a MW longbow the last week. I quickly noticed that 6 PD is an absolute joke, at one point I shot a bot in DTV ( donkey crossbower I believe ) ! thirteen ! times and he was still not dead. Realizing that my bow alone wouldnt cut it and I would need to have a good melee weapon as my main source of damage, I played with a MW composite bow from there on. On countless occasions I shot people in the face and in the body another time and in the absolute most cases they wouldnt die. One time my arrow even bounced on a plate guy ... bounced with MW bodkins MW composite and 6 PD ... wow.

I ditched my archer from that point and played melee alt until I could respec into more PD. I just did, went for a 30 str 15 agi 10 PD 139 WPF pure archer with MW yew longbow. Even with that pure cannon build, I shit you not, a 1st wave peasant in DTV survives a shot with MW tatars. Not always but they are occasionally. I dont know whats going on but I think I am better off hitting my enemy with 5 PS, no melee WPF and a 0 slot weapon than actually shooting them. Sure though, headshots deal quite heavy damage, but since you are required to use high PD low WPF builds and hard hitting, low accuracy bows, those headshots are often more RNG than skill dependant. The hitdetection for ranged getting worse and worse every patch is not helping either.
Title: Re: The Ranged Problem.
Post by: Yeldur on January 02, 2018, 11:05:31 am
BIG ANOUNCMUNT

ok guise i hereby confirm that i will be engaging in an experiemtn, a DANGFERUS experitment that may even give me CANCER but im wiling to do it to help the crap pe ge player base


i will delve into the life of a newbie archer and see what it is TRULY LIKE for these annoying CUNTBAGS


tyvm

i will update u when i know more



it is signed, i can only approved,

ladodada, hater of archers, jumper of walls, uwuwu of uwu's, killer of babies.


(psst ay yo if u got any cancerous archer builds hit me up on discord or pm me here i'm fucking retarded and have no idea how to build an archer)
Title: Re: The Ranged Problem.
Post by: Larvae on January 02, 2018, 11:33:51 am
Since my wife is playing crpg again more often,i tried to play with her archer (24/18 MW Rus Bow/War Bow and Bodkin Arrows on her computer).

For a Heavy Guy (Plate overall) i need like 8-10 Arrows ,which im shooting slowly as i have only 6 wpm (her char is lvl 32).

For a Medium Guy its about 4-5 Arrows  and for a light guy like 2-4 Arrows.


Archery is more of a supportclass nowadays,kills happen but more because of luck then skill or dmg of the bow.
Also hitting a head is like only possiible if u are really close to the enemy,on mid distance u need like 2-4 tries till u hit but in this time the enemy notice u and run.

As u have to use 24 str to deal a lil amount of dmg,her char uses kinda no athletics as u cant run away with those stone arrow bags (weight),hitting  on huge distance is luck and u need atleast 4 or more IF as Archer to survive a bolt (after getting hit with around 30 body armor and 5 IF  there is about 15% HP left) .

Title: Re: The Ranged Problem.
Post by: Algarn on January 02, 2018, 04:00:46 pm
BIG ANOUNCMUNT

ok guise i hereby confirm that i will be engaging in an experiemtn, a DANGFERUS experitment that may even give me CANCER but im wiling to do it to help the crap pe ge player base


i will delve into the life of a newbie archer and see what it is TRULY LIKE for these annoying CUNTBAGS


tyvm

i will update u when i know more



it is signed, i can only approved,

ladodada, hater of archers, jumper of walls, uwuwu of uwu's, killer of babies.


(psst ay yo if u got any cancerous archer builds hit me up on discord or pm me here i'm fucking retarded and have no idea how to build an archer)

30/12, level 32/3
One Handed: 5
Archery: 120

Weapon Master: 4
Athletics: 4
Power Strike: 5 (8 if 33)
Power Draw: 10

Use a Yew Longbow only.

27/15, level 32/33
One Handed: 40
Archery: 129

Weapon Master: 5
Athletics: 5
Power Strike: 4/7
Power Draw: 9

Use longbow/rus bow, and not yew longbow.

You can go full ranged and put no melee wpf nor PS, which will make you worthless at anything but ranged, so be advised if you choose that path.

For both builds, keep the effective weight level below respectively 10 and 9, remember that the effective weight multipliers for wpf penalties are 1 for body armor and boots, 2 for helmets and 6 for gloves. Pick any 1h sword/mace you feel comfortable with, and never pick anything else than bodkin arrows, loomed if possible; note that your bow must be loomed as well, unless you like to hurt yourself. Have fun and good luck.

Feel free to PM any additional question about your suffering.
Title: Re: The Ranged Problem.
Post by: Gurnisson on January 02, 2018, 06:28:04 pm
i'm not arguing for a damage nerf like some would assume on the arbs, but how is it fair for pistachio to deal strong damage at range and strong damage in cqc while sexy furry cannot?

Because archers have massively increased rate of fire and can kite when engaged, while still using their ranged weapon.


Xbows haven't been bothering me much when I've played lately, though I mostly play ranged myself, as either a thrower or an archer. If xbows are a problem as a sidearm, then an exponential curve for reloading time based on wpf would help. Drastically increase reload time at low wpf, similar reload speed with relatively high wpf investment and increased reload speed with very high investment (where you've had to sacrifice much of your melee capabilities to even reach the wpf amount). Don't know if anything like this would be possible.

Increasing drawbacks for heavier armour could be useful as well. A crossbowman should be able to perform better in melee than an archer, or even a thrower,  based on kiting capabilities. With the slots being as they are and with a change to the weight-based wpf formula, xbowmen would in general be less protected and have worse weaponry than an infantryman.

Title: Re: The Ranged Problem.
Post by: Beleg on January 02, 2018, 06:41:28 pm
Because archers can kite when engaged, while still using their ranged weapon.
no they can't, they haven't been able to for years. not unless they play like a 18 str build where your arrows tickle your medium armor enemies, and your plated opponents give you the same treatment the girl I like gives me; pretending I'm not there.
Title: Re: The Ranged Problem.
Post by: Gurnisson on January 02, 2018, 06:53:22 pm
no they can't, they haven't been able to for years. not unless they play like a 18 str build where your arrows tickle your medium armor enemies, and your plated opponents give you the same treatment the girl I like gives me; pretending I'm not there.

Kiting =\= infinitely kiting.

You can kite people far with a 24/18, which is the build I'm using now. When you finally get engaged, you look for the opportunity to equip the bow again, either by the infantryman trying to use his superior range too much in melee, or by using a defensive nudge. While kiting an infantryman without a shield, you can kite him (almost) infinitely if you hit with every arrow you fire. If it's a shielder, your best hope would be sheathing all your weapons and run. Don't run with your bow out, it slows you down too much.
Title: Re: The Ranged Problem.
Post by: Paul on January 02, 2018, 10:50:49 pm
With 27 str, +3 weimar helmet, +3 heavy gauntlets, +3 Gothic plate with Bevor a body shot while running towards an xbow brought me down to 20% health. Headshot was instant death. This was a week ago when I tested it.

I think its fixed now.

Once again, running speed does next to nothing to damage because of the high shot speed of the arba.
Title: Re: The Ranged Problem.
Post by: Grytviken on January 03, 2018, 11:37:41 am
Once again, running speed does next to nothing to damage because of the high shot speed of the arba.

Yea it was distance from the target + armor soak being off causing the huge damage. Do you mean the target's running speed or the shooters running speed or both, Example: shotgunning a target up close where the shooter and target are both moving.
Title: Re: The Ranged Problem.
Post by: Paul on January 03, 2018, 02:25:18 pm
Yea it was distance from the target + armor soak being off causing the huge damage. Do you mean the target's running speed or the shooters running speed or both, Example: shotgunning a target up close where the shooter and target are both moving.

Arba projectile speed is 1.2*item_shot_speed= 72m/s I think. The exponent of the missile speed related damage calc has been changed to 1.0 in cRPG, thanks Tydeus. It's in the module.ini. That means it boils down to the rule of three:

damage_post_speed_calc = default_damage * impact_projectile_speed / default_projectile_speed
damage_post_speed_calc =  (default_projectile_speed + shooter_speed1 + victim_speed1 - speed_loss2 ) * default_damage / default_projectile_speed

1: assuming shooter and victim move towards each other
2: speed loss thorugh drag or gravity when shooting upwards, can add damage when shooting downwards

In this example we shoot point blank so speed loss is 0. Then lets assume both are on a courser with 6 riding(10m/s, yes we actually measured it at some point), playing chicken. So the extra speed is 20m/s.
We would then have:
damage_post_speed_calc(horse_arba_hacker) = default_damage * (72m/s + 20m/s) / (72m/s) = 1.28 *default_damage
So 28%damage increase.

For a bit more realistic example we have both moving towards each other on foot with maybe 2m/s. So:
damage_post_speed_calc(plebs) = default_damage * (72m/s + 4m/s) / (72m/s) = 1.06 *default_damage
6% more damage.

It's all in our head.




 
Title: Re: The Ranged Problem.
Post by: Osiris on January 03, 2018, 04:28:11 pm
almost every melee weapon a strength build would utilize does by far more damage on average than the arbalest. Even before we toyed with armor soak values. Morningstar especially does almost double the damage output. Arbalest was only able to 1 shot very light armored individuals highly dependent on the targets iron flesh and strength. (basically, everything you said is false)

We are toying with armor soak and damage type multipliers so you should notice that xbow is less damaging. averaging anywhere between 18-41 depending on the armor you roll with.


and how will this effect my 9pt stone thrower? will i start doing 0 damage? :(
Title: Re: The Ranged Problem.
Post by: Sagar on January 07, 2018, 02:29:53 pm
After last patch it is not possible to make a kill with xbow.
I use +3 Arbalest and +3 Steel Bolts - best combination (not to mention that other xbows and +3 Bolts are useless) and I cant kill someone even with 25 to 35 body armor?

Increased weight, lower accuracy, slower speed rating and 4 slots?
I don't know what is new change with damage but now It is impossible to make a kill.
Playing 2 days already, I hit the opponent but cant kill anyone. I didn't make a even 1 kill with Arbalest ?? (remember 1 headshot, but that is not the point).

This class right now don't have any sense.
+3 Arbalest and +3 Steel Bolts need to be 1shot or rally heavy damage anything till heavy armor (50+ body armor).

Right now you really cant do anything with xbow class (best combination) .... beside targeting above 30 body armor opponents on server, but I'm not sure that is a purpose of most heavy xbow class in this mod.

This is just my feedback from last 2 days.
Title: Re: The Ranged Problem.
Post by: Butan on January 07, 2018, 02:33:49 pm
You hit the same people twice in a round, at least once? After the update it might became harder to one-shot everything (I didnt read the patch logs in details), but it definitely hits hard still. Using arbalest+3 and bolts+3 on a strategus siege yesterday with a pure melee build and had some nice score and a couple kills from it (nothing extraordinary I agree).
Title: Re: The Ranged Problem.
Post by: Leesin on January 07, 2018, 03:43:39 pm
Inb4 hordes of XBowers complaining they can't 1 hit kill everything in sight now.
Title: Re: The Ranged Problem.
Post by: Ikarus on January 07, 2018, 06:09:40 pm
damage declines a lot when the enemy is far away or moving away from you (another point why I try to get closer instead of trying to snipe), there's sometimes even a chance that even a peasant survives an arba shot if he's really lucky (could also be a fake peasant with lots of STR/IF)

+3 arba and +3 steel bolts give you a high chance to one shot lightly armored enemies, but it's by far no warranty

it's not impossible to make kills, it's just harder now
Title: Re: The Ranged Problem.
Post by: Yeldur on January 07, 2018, 07:57:19 pm
Released a new update to my archery experience: http://forum.melee.org/general-discussion/the-ranged-experience/new/#new

#shamelessselfpromo


I might look into doing one on xbows after i've finished with my archery one but i'm not really sure because i really dislike xbows as they're so boring to play.
Title: Re: The Ranged Problem.
Post by: Gristle on January 08, 2018, 03:15:55 am
Inb4 hordes of XBowers complaining they can't 1 hit kill everything in sight now.

I haven't been able to do that for a long time.
Title: Re: The Ranged Problem.
Post by: Gravoth_iii on January 08, 2018, 06:45:43 am
Inb4 hordes of XBowers complaining they can't 1 hit kill everything in sight now.

Inb4 hordes of xbowers complaining xbow isnt fun anymore.