cRPG

cRPG => Beginner's Help and Guides => Guides => Topic started by: Rico on November 12, 2015, 11:29:52 am

Title: Why Archer/Shielder Hybrids Are Bad
Post by: Rico on November 12, 2015, 11:29:52 am
I put this in a separate thread because the explanation goes beyond the scope of Tear's of Destiny's General Guide for New Players (http://forum.melee.org/beginner's-help-and-guides/tears-of-destiny's-general-guide-for-new-players/), but it is still important enough to deserve attention:

A great portion of new players choose to be archer/shielder hybrid in one of their first generations. This class sucks, they get frustrated and often quit. New Players, Don't Repeat The Mistakes Of Your Peers! I'll explain from a game mechanics and balance perspective why archers w/ shield are weak.



Consider the following archer builds:

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Now let's talk about this from a balance perspective:
Being 4 levels weaker than the dedicated meta is something skilled players can compensate for. More headshots, less room for errors, but doable. Talking skilled players, I refer to people who played several 1000 hours of cRPG alone (other Warband mods don't count because archery is unique in cRPG). If you just installed the game and float somewhere in between your first 5 generations, you are not experienced enough to make high hybridization recommendable.



Now let's add shields to the picture:

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We would arrive at something like above. The player in this example can still use the highest damage bows and also has a reasonable amount of archery wpf to be somewhat accurate, but the melee wpf is alarmingly low. Alternatively, the player could cut 3 STR instead of 3 AGI, which would lock the Yumi, Rus Bow and Long Bow out of the spectrum of possible choices, making his character considerably weaker (since the 6 requirement bows are already weak with 6 PD: Remember build 1 having 8 PD and being "average" compared to other classes!).

Talking levels, we would now sacrifice 9 attributes, which is 6 levels of offensive power. 6 levels is something I find near impossible to compensate for when we are talking competitive archer gameplay. Maybe there is a one in a ten-thousand talent out there that manages. But if this talent used a dedicated archer build, they would truly shine rather than being "just average"... Most professional, 3000+ hours play time players won't be able to play as good as the average cRPG player if the prior used a shielder/archer hybrid and the latter used a dedicated archer build.

Now keep in mind that if you read this, you are most likely a beginner, nowhere near 3000+ hours and so on. That's of course nothing to be ashamed of, but let's be realistic:

You're gonna spend your first generations dying to all sorts of things, so why undermine your chance to get even a few kills with a build that neither works in practice nor even in theory?
Title: Re: Why Archer/Shielder Hybrids Are Bad
Post by: Nickleback on April 09, 2016, 10:02:31 pm
Yes rico anybody would agree on not sacrificing attributes,why open thread for it nab,i think ppl who couldn't understand this simple logic must be too stupid to open the game
Title: Re: Why Archer/Shielder Hybrids Are Bad
Post by: Gurgumul on April 09, 2016, 11:32:50 pm
builds at lvl 37
lol