cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Leshma on June 29, 2012, 07:13:22 pm

Title: Archery: baffs and narfs!
Post by: Leshma on June 29, 2012, 07:13:22 pm
Buffs:

+ archers can wear up to 15 heavy armor (allows them to wear those beatiful new armors and helmets)
+ buff to all bows +2 damage
+ buff to all arrows +1 damage (even bodkins)
+ buff to weapons they can choose from (more 1 slot and 0 slot weapons please)
(optional) some way to give them a bit of free PS
+ 5 to bow speed when masterworked (now is +3)
+ 5 to missile speed when masterworked (now is +3)
+ more arrows when loomed to +3 (bodkins +5 instead of current +2, tatar +6 instead dof +2, barbed +8, arrows +10)

We have way too many thrower and xbow hybrids and almost all archers are pure. This will help archer hybrids a bit. Shooting all the time is boring, if you give dedicated twohanders a change to hybrid with archery we might consider it. It's better than pure 2h anyway.

Narfs:

- turnspeed nerf
- bye bye arrow stun
- 1 less damage for masterwork bows (+2 modifier)
- 1 less damage for masterwork arrows - those who gain bonus (+1 modifier)
- 50% heavier bows, 30% heavier arrows


Death to kiting!

Just an example, how MW Longbow looks like atm:

Speed            43   
Thrust (cut)    33
Missile speed    43
Accuracy           101
Weight            1,7

How will look like after this changes:

Speed            45   
Thrust (cut)    35
Missile speed    45
Accuracy           101
Weight            2.5

+3 Bodkin arrows atm:

Large Bad of Bodkin Arrows
weapon length: 91
weight: 3
weapon length: 91
max ammo: 17
thrust damage: 0 pierce
slots: 1

After these changes:

Large BagBodkin Arrows
weapon length: 91
weight: 4
weapon length: 91
max ammo: 20
thrust damage: 1 pierce
slots: 1

I'm mainly interested what archers think of this. Are they willing to lose ability to kite (they'll found a new way but it won't be effective as currently kiting is)? In return they'll get some awesome bonuses?

Opinion of archer haters isn't important because they won't be satisfied with anything less than archery being removed from cRPG.

I think that archery is weak and that kiting is a lame way of getting kill. So, I'm offering solution which is in a way going back to the roots but not nearly as OP archery was back in the days.

Shield will be mandatory after this nerf. Hybrid polearmer/hoplites can be solution. Twohanders will have to carry a shield (if you don't want it's your problem). Also this will be indirect nerf to cav so they'll be taken care of as well.

Archers what do you think, is kiting that sweet or you're willing to change the way you play in return for some good stuff?



Title: Re: Archery: baffs and narfs!
Post by: CrazyCracka420 on June 29, 2012, 07:26:20 pm
agree with all except the need for more 1slot weapons (maybe 0 slot because I don't know).  There's a shit ton of 1 slots in the game already.  if you're talking about 2h's with 1 slot, i don't think there should even be any 2h WPF's that use 1 slot weapons...just the fact you can drop the (already good) 2h mace, and pick up a great sword, is a huge advantage over people who use 1h 1slot weapons.
Title: Re: Archery: baffs and narfs!
Post by: bruce on June 29, 2012, 07:33:57 pm
Would be a shame to lose the arrow stun completely mostly because of it's impact in supporting teammates in melee (perhaps same duration as stun on hit?), but other than that, reasonably well thought out.

I would add, increasing the bump range of shield by a bit.
Title: Re: Archery: baffs and narfs!
Post by: Gurnisson on June 29, 2012, 07:34:51 pm
Would be a shame to lose the arrow stun completely mostly because of it's impact in supporting teammates in melee

Pikes lost it, so I don't see why arrows should keep it.
Title: Re: Archery: baffs and narfs!
Post by: bruce on June 29, 2012, 07:36:28 pm
Still interrupts a swing like all melee hits. It just doesn't have the "stagger" effect. Maybe I wasn't clear enough - don't want it to be "it doesn't even interrupt my swing anymore".

Title: Re: Archery: baffs and narfs!
Post by: Arrowblood on June 29, 2012, 07:37:33 pm
Longbow is 34 cut atm.
Title: Re: Archery: baffs and narfs!
Post by: Gurnisson on June 29, 2012, 07:41:10 pm
Still interrupts a swing like all melee hits. It just doesn't have the "stagger" effect. Maybe I wasn't clear enough - don't want it to be "it doesn't even interrupt my swing anymore".

Oh, I don't want that either. Was talking about the longer stagger.
Title: Re: Archery: baffs and narfs!
Post by: Leshma on June 29, 2012, 07:44:13 pm
Longbow is 34 cut atm.

Will fix that.
Title: Re: Archery: baffs and narfs!
Post by: Adamar on June 29, 2012, 07:49:33 pm
Archery without stun will look pretty dumb, and the heavier arrows\bow thing will draw archers away from armor more. an archer that can't run at least as much as inf will be left behind and get killed.

The solution is way simpler, I'll repeat myself again:
Just considerably lower the accuracy penalty from armor, with decent armor on archers can't kite properly, but can instead fight in melee. Dedicated meleers would always have the advantage anyway, both because of the build and the slot system wont allow lite archers to bring 2 slot weapons to the battlefield.
Title: Re: Archery: baffs and narfs!
Post by: Leshma on June 29, 2012, 08:05:19 pm
Archery without stun will look pretty dumb, and the heavier arrows\bow thing will draw archers away from armor more. an archer that can't run at least as much as inf will be left behind and get killed.

MW Rus bow - 2.3 weight
Large bag of bodkins - 4 weight
Sidearm - 1-1.5 weight

Total armor weight - 13-15 (they can't go beyond that without losing wpf)

That's comparable with most infantry. If we take into consideration that average ath is 6, they will be slightly slower than polearmer with 6 ath. And comparable with shielders with 6 ath and those aren't slow. That's enough to run away, unless you want to run in the last moment and keep kiting.

If you want to carry two stacks of arrows you'll be slowe but you'll also have between 20-60+ arrows to shoot. Combined with horn bow build 15/24 you'll be decently fast despite the weight you're carrying.

But if you want mw rus bow + 40 bodkins and no proper sidearm, all with 21/18 or some high pd builds I'm arfraid that you'll be really slow. In that case you'll have to rely on your teammates or to find a good cover and then start releasing arrows.
Title: Re: Archery: baffs and narfs!
Post by: Miwiw on June 29, 2012, 08:11:45 pm
I prefer having arrow stun over any of your "buffs".
Title: Re: Archery: baffs and narfs!
Post by: Leshma on June 29, 2012, 08:18:57 pm
These are serious buffs and I'm not talking about damage. Those who played archery year and a half ago know what I've buffed.
Title: Re: Archery: baffs and narfs!
Post by: Leshma on June 29, 2012, 08:36:41 pm
agree with all except the need for more 1slot weapons (maybe 0 slot because I don't know).  There's a shit ton of 1 slots in the game already.  if you're talking about 2h's with 1 slot, i don't think there should even be any 2h WPF's that use 1 slot weapons...just the fact you can drop the (already good) 2h mace, and pick up a great sword, is a huge advantage over people who use 1h 1slot weapons.

I wasn't talking about greatswords. Shorter twohanders like Bastard sword, maybe even Heavy Bastard sword and longsword (in their case price increase should follow 1 slot status). For polearms things like all staffs and maybe those shorter spears. But that isn't that much of a big deal because those are cut weapons and archers will still chose 2h mace. According to Kafein, lenght of a weapon affects archery so they won't choose long weapons because of that.

Zero slots weapons should be those cheap one handed weapons with adition of something really damaging but short like Italian Falchion. Don't worry about them having such fast and damaging sword. With these changes, those who choose 0 slot weapon will carry two stacks of arrows and that will make them really slow.
Title: Re: Archery: baffs and narfs!
Post by: [ptx] on June 29, 2012, 08:41:37 pm
Buffing damage decreases accuracy.
Title: Re: Archery: baffs and narfs!
Post by: Leshma on June 29, 2012, 08:49:04 pm
Because they need looms to be effective. Changes I made nerfed damage on loomed bows and arrows and buffed for non-loomed. In the end, loomed bows arrows are buffed a bit. Regular bows and arrows are noticeably buffed.
Title: Re: Archery: baffs and narfs!
Post by: Cup1d on June 29, 2012, 09:06:18 pm
give me old arrow speed and remove silly slot system. Then you can nerf weight of an arrows and bows, and even add -2 penalty to overall damage output.
Title: Re: Archery: baffs and narfs!
Post by: Miwiw on June 29, 2012, 09:07:16 pm
No, with native arrow speed you need at least 90 arrows for a round :P
Title: Re: Archery: baffs and narfs!
Post by: Arrowblood on June 29, 2012, 10:31:02 pm
And  now tell the world Ban_Kulin, is archery easy with a longbow on the open field ?
Title: Re: Archery: baffs and narfs!
Post by: Arrowblood on June 30, 2012, 01:16:21 pm
That was what i wanted to hear.
Title: Re: Archery: baffs and narfs!
Post by: The_Bloody_Nine on June 30, 2012, 02:03:52 pm
Pikes lost it, so I don't see why arrows should keep it.
As I see it Pikes (and all poles) lost it because it gave the piker himself a free second hit. Archers don't get that hit for themselves but only for teammates.
Title: Re: Archery: baffs and narfs!
Post by: Leshma on June 30, 2012, 02:33:07 pm
Depends on an archer. They get that second hit if they use fast (horn) bow.
Title: Re: Archery: baffs and narfs!
Post by: Gurnisson on June 30, 2012, 02:36:57 pm
As I see it Pikes (and all poles) lost it because it gave the piker himself a free second hit. Archers don't get that hit for themselves but only for teammates.

I've never double-hit anyone with 'pike', that's the reason I didn't mind polestagger on them. I hated hafted blades and poleaxes getting two hits on me for one mistake, but getting staggered by a support weapon in a mass, when the piker himself couldn't double-hit me was no big hassle.
Title: Re: Archery: baffs and narfs!
Post by: Adamar on July 01, 2012, 02:02:20 am
Depends on an archer. They get that second hit if they use fast (horn) bow.

I dont think even the fastest bow can achieve that.
Title: Re: Archery: baffs and narfs!
Post by: Leshma on July 01, 2012, 02:18:43 am
Not every arrow stun is the same. Some are especially nasty. Depends on speed bonus.
Title: Re: Archery: baffs and narfs!
Post by: Kafein on July 01, 2012, 10:43:49 am
Still interrupts a swing like all melee hits. It just doesn't have the "stagger" effect. Maybe I wasn't clear enough - don't want it to be "it doesn't even interrupt my swing anymore".

Arrows cause the longest stagger in the game if we don't count knockdown effects.

Also, Leshma forgot the central element of the archery rebalance. Smoothing the effect of wpf to increase the stats of low wpf archers and decrease that of high wpf archers compared to current values. I think archery wpf should work like melee wpf, 120 being enough to do ok. That would encourage hybrids, especially if high wpf levels have more diminishing returns.
Title: Re: Archery: baffs and narfs!
Post by: Vibe on July 01, 2012, 11:40:21 am
Tbh, balance looms so bows get +damage and arrows +count or something so that you don't have to spend 6 loom points to actually hurt someone.

Take away archer kiting.

Increase archer melee efficiency by a bit.

Should work
Title: Re: Archery: baffs and narfs!
Post by: Bulzur on July 01, 2012, 02:14:14 pm

Buffs:

+ archers can wear up to 15 heavy armor (allows them to wear those beatiful new armors and helmets) Gladly accepted. But helmets x3.
+ buff to all bows +2 damage     Why ?
+ buff to all arrows +1 damage (even bodkins)  Why ?
+ buff to weapons they can choose from (more 1 slot and 0 slot weapons please)
(optional) some way to give them a bit of free PS  Not needed.
+ 5 to bow speed when masterworked (now is +3)  So a +2 bow speed for NORMAL bow ? Or a final +5 after three heirlooms ?
+ 5 to missile speed when masterworked (now is +3) So a +2 missile speed for NORMAL bow ? Or a final +5 after three heirlooms ?
+ more arrows when loomed to +3 (bodkins +5 instead of current +2, tatar +6 instead dof +2, barbed +8, arrows +10) Not specially needed. But since you want to increase the weight of the quivers, it's indeed needed. Wil buff the 2 slot bows who used one quiver and 1 slot weapon, since the 1 slot horn bow usually never runs out of 2 quivers.

We have way too many thrower and xbow hybrids and almost all archers are pure. This will help archer hybrids a bit. Shooting all the time is boring, if you give dedicated twohanders a change to hybrid with archery we might consider it. It's better than pure 2h anyway.

Narfs:

- turnspeed nerf   Acceptable.
- bye bye arrow stun    Needs tweaking.
- 1 less damage for masterwork bows (+2 modifier)  Acceptable.
- 1 less damage for masterwork arrows - those who gain bonus (+1 modifier)  Acceptable.
- 50% heavier bows, 30% heavier arrows    Acceptable.
Death to kiting!



The problem i see here is mainly the accuracy, wich will drop, as Gurnisson said already.
Also, the arrow stun is long enough to give a melee who was blocking, the time to realize his opponent was hit by an arrow and then suddenly release an attack.

I wouldn't mind if the extra stun timer was removed for infantry. But we need it against cavalry, else they can still effectively lance people. Also... my build is a low damage stagger build, with an horn bow. Basically, with this change, you just want archers to be more effectives than supports. And then what's the point of using an horn bow over a rusbow ?

The +5 bow speed is a bigger buff for longbow, than it is for all others. So it's a small nerf for the bow still used with the more initial bow speed : aka, the 4 PD Tatar bow, then the 5 PD horn bow.

Horn bow user didn't care much about damage, but was all about staggering, accuracy  and spamming. If you give the same number to ALL bows, then it will break the little balance we have between bows.


Finally, in all this, it's just a BIG buff for HA :
-more damage
-more missile and bow speed
-don't care about the weight of the bow and arrows, BUT can hunt more effectively SLOWER foot archers.
-No arrow stun, but still bump stun. And the arrow damage will still stagger the target before bumping it, so no problem.
-less accuracy : doesn't matter for point blank shots.
-Turnspeed nerf : there's the horse's turnspeed already, so it's not an important matter.



And i don't think HA needs any buffs. The simple fact that they can use bodkin arrows makes them already dangerous enough. And they don't have to worry about tunnel vision, since they're always on the moved, and they care less about cavalry since they can dehorsed them effectively.

Title: Re: Archery: baffs and narfs!
Post by: Leshma on July 01, 2012, 11:27:31 pm
Buffs:

+ archers can wear up to 15 heavy armor (allows them to wear those beatiful new armors and helmets) Gladly accepted. But helmets x3.

(click to show/hide)

This is my goal. What's the problem? Too much armor? With my 6 PS I will still 2 hit these guys, they have only 53 HP and 48 armor isn't much. Currently I need two hits for most archers. But they will survive longer in ranged duels and xbowmen won't one hit them as often (xbow is easy mode compared to archery).

Quote
+ buff to all bows +2 damage     Why ?

Difference between loomed archers and those who have no looms is vast. This is my attempt to reduce that difference by giving regular bows more damage.


Quote
+ buff to all arrows +1 damage (even bodkins)  Why ?

See above.

Quote
+ buff to weapons they can choose from (more 1 slot and 0 slot weapons please)
(optional) some way to give them a bit of free PS  Not needed.

I think it's needed. 18/21 archers at level 30 can spare only 3 PS which works good with mace. But mace is boring. Archers should be able to use more weapons, especially if they are going to carry two stack of arrows which will make them a lot slower. More diversity won't hurt anyone.

Quote
+ 5 to bow speed when masterworked (now is +3)  So a +2 bow speed for NORMAL bow ? Or a final +5 after three heirlooms ?

Regular bows will get more damage. If you want your arrows to have less drop and to be able to shoot faster, you'll need loomed bow. Plus five in both categories for masterwork bows, instead of current plus 3.

Quote
+ 5 to missile speed when masterworked (now is +3) So a +2 missile speed for NORMAL bow ? Or a final +5 after three heirlooms ?

See above.


Quote
+ more arrows when loomed to +3 (bodkins +5 instead of current +2, tatar +6 instead dof +2, barbed +8, arrows +10) Not specially needed. But since you want to increase the weight of the quivers, it's indeed needed. Wil buff the 2 slot bows who used one quiver and 1 slot weapon, since the 1 slot horn bow usually never runs out of 2 quivers.

Currently, archers only shoot at targets who are at medium distance. With higher missile speed, there will be less drop and archers will be able to cover bigger area. Also, increase in arrow count will result in more archers who carry only one quiver, which means there will be more archers carrying rus/long bow and 1 slot weapon.

Narfs:

- turnspeed nerf   Acceptable.
- bye bye arrow stun    Needs tweaking.
- 1 less damage for masterwork bows (+2 modifier)  Acceptable.
- 1 less damage for masterwork arrows - those who gain bonus (+1 modifier)  Acceptable.
- 50% heavier bows, 30% heavier arrows    Acceptable.

Quote
The problem i see here is mainly the accuracy, wich will drop, as Gurnisson said already.
Also, the arrow stun is long enough to give a melee who was blocking, the time to realize his opponent was hit by an arrow and then suddenly release an attack.

Accuracy is the same thing as weapon speed. It's relative. Some arrows that should hit often miss, some that should miss targets hit them in the head... Also if you hold your shot you're losing accuracy, yet many archers get more hits this way than shooting in burst mode.

Accuracy won't suffer much because of few more points of damage. I wouldn't buff it because of that. I'm not trying to bring back snipers to cRPG, there are xbows for that. I want to see proper longbowmen who have lots of arrows and are able cover certain area with their fire. They don't need accuracy for that.

Quote
I wouldn't mind if the extra stun timer was removed for infantry. But we need it against cavalry, else they can still effectively lance people. Also... my build is a low damage stagger build, with an horn bow. Basically, with this change, you just want archers to be more effectives than supports. And then what's the point of using an horn bow over a rusbow ?

With all these buffs, archers will be a lot stronger against cavalry. Also, archers aren't supposed to stay in the open, unprotected. Pikemen should shield them from cavalry (we don't have deployable stakes, unfortunately). Yeah, I know it's rare sight in cRPG but you shouldn't make changes based on how much skill average joe has (that's console way).

Quote
The +5 bow speed is a bigger buff for longbow, than it is for all others. So it's a small nerf for the bow still used with the more initial bow speed : aka, the 4 PD Tatar bow, then the 5 PD horn bow.

Works as intended. Longbow kinda suck atm, if you haven't noticed. It's one of the few expensive weapons that's not good enough for it's price (Elegant Poleaxe also comes to mind). Longbow deserves a buff.

Quote
Horn bow user didn't care much about damage, but was all about staggering, accuracy  and spamming. If you give the same number to ALL bows, then it will break the little balance we have between bows.

Maybe you should ask bagge thing or two about horn bow. Bows aren't balanced atm because rus and horn bow are too good and other bows are kinda crap. While low tier bows shouldn't be anything special, bows like longbow and Yumi should be buffed. Horn bow users doesn't care much about damage delivered in one shot, they are care about dps.

Quote
Finally, in all this, it's just a BIG buff for HA :
-more damage
-more missile and bow speed
-don't care about the weight of the bow and arrows, BUT can hunt more effectively SLOWER foot archers.
-No arrow stun, but still bump stun. And the arrow damage will still stagger the target before bumping it, so no problem.
-less accuracy : doesn't matter for point blank shots.
-Turnspeed nerf : there's the horse's turnspeed already, so it's not an important matter.

And i don't think HA needs any buffs. The simple fact that they can use bodkin arrows makes them already dangerous enough. And they don't have to worry about tunnel vision, since they're always on the moved, and they care less about cavalry since they can dehorsed them effectively.

Again, works as intended. If you think that HA is OP maybe you should roll one. Very few players are good with HA and most of them have high level builds. Horse archers are supposed to take foot archers easily. Against them and other cavalry they shine. Against everything else they suck, yes they are annoying but that's it.
Title: Re: Archery: baffs and narfs!
Post by: Leshma on July 01, 2012, 11:31:25 pm
Also, Leshma forgot the central element of the archery rebalance. Smoothing the effect of wpf to increase the stats of low wpf archers and decrease that of high wpf archers compared to current values. I think archery wpf should work like melee wpf, 120 being enough to do ok. That would encourage hybrids, especially if high wpf levels have more diminishing returns.

chadz already said they are thinking about it. I just hope they won't make 220 wpf spammers and archers possible, like in the old cRPG. Wpf cap is good idea (Thomek is against it so it must be good idea), players with high WM just need more points to spend in different categories and those who have no WM shouldn't get anything for free.

120 is very low, both for melee and archery. No one thinks about active wpf. 160 should be the limit, things get a bit out of control above that (especially for archers).

Btw. I think I'm going to stop suggesting things. First reason is that people are probably annoyed since I'm making threads here quite frequently. Second reason is that I'm probably putting more effort and thought into balancing issues than actual balancers of this mod.
Title: Re: Archery: baffs and narfs!
Post by: Tydeus on July 02, 2012, 02:59:48 pm
Second reason is that I'm probably putting more effort and thought into balancing issues than actual balancers of this mod.
Obviously. We don't even have an item balance team, just an item unbalance one.
Title: Re: Archery: baffs and narfs!
Post by: Bulzur on July 02, 2012, 06:32:06 pm
I'm totally against such a high headgear.

Also, 18/21 build doesn't mean 3 PS. It means 7 athletics and 3 PS, or 6 PS and 4 athletics. For example. It's a choice that has to be made.

Most "relatively" good archers can kill a veteran 2h before he comes in range. Okay, he didn't bought a shield. Now, most "relatively" good archers at blocking can kill some shielders, or hold their ground. It's blocking skill, but unlike a plated tincan, a 7 athletic archer is pretty hard to crushthrough or sidestep, or whatever.
If you give them even stronger side weapons, i fear they'll become too good in melee. Able to pwn anyone in range, and able to pwn most people in melee. You have to make a choice, and the current one is good :
-excellent at range, but low PS and no melee wpf.
-kinda hybrid : 18/18, or 15/21, with max PS, and who cares about wpf.
-super hybrid : Same as above, with 60 wpf in a melee category (yes, it's worth it, you're not useless in range, i tested it)

Also, yes, longbow deserves a buff. (speaking of the +5 speed bonus to all bows) But i don't believe rusbow needs a bigger buff than the horn bow. Also... excuse me if i'm wrong, but bagge has good scores with a rusbow. Haven't seen him with an horn bow for a LONG time. Secondly, he's always using MW bodkin arrows. Thirdly, he's most of the times well protected thanks to clanmates, allowing him to shoot 75% of the round. (hell, i even go and protect him when he's on my team)
So all the "ask Bagge about advice with Hornbow" is a bit overrated. Sorry.


When i finish my 20 crafting skills in construction material (thing taking 1 slots, costing more than 400 gold each round, so i have to use a cudgel as a side weapon to not go bankrupt, with only 20 Tatar arrows, for a fair number of fairly good arrows), i'll gladly show some people why Tenne "dislikes" me, why i like fighting Elmer, etc... But please stop comparing a 3 slot lv29 low gen archer-who-always-go-rambo's score with the almighty Bagge's. It's irrelevant, even though that's how you compare archer's skill at the moment. Thank you.

(click to show/hide)

My suggestion for balanced archers :


Hybrid is possible at the moment. Just make your 15 weight limit for archers WITH x3 helmet please, so they still have a disadvantage in melee (they'll die in one HS anyway, so Head Armor is only against melee). Add your 2 base damage bonus for unloomed bows if you like (but then take OFF one point damage bonus from heirlooms, and replace it with your +1 (and not +2) missile speed. (and no draw speed).
And give the poor longbow a +2 to his draw speed too.
And "reduce" the stun stagger if possible, else remove it completely, i don't mind.

That's all that's needed as buffs/nurffs as now.
(With of course the removal of jump shot)
Turning speed is necessary against cavs, and others, since, unlike melees, our animation starts from choosing an arrow from our quiver, so it's LONG. If your reduce turning speed, you give archer's tunnel vision, and indirectly buff HA. So no nerf turning speed.
Title: Re: Archery: baffs and narfs!
Post by: Leshma on July 02, 2012, 06:49:45 pm
Nebun is using MW Horn bow and everything Russians use is slightly or a lot overpowered.

Quote
Now, most "relatively" good archers at blocking can kill some shielders, or hold their ground. It's blocking skill, but unlike a plated tincan, a 7 athletic archer is pretty hard to crushthrough or sidestep, or whatever.
If you give them even stronger side weapons, i fear they'll become too good in melee. Able to pwn anyone in range, and able to pwn most people in melee. You have to make a choice, and the current one is good

Those shielders who have trouble killing archers when they finally catch them are bad at this game and should improve if they want to be able to kill better players, no matter are they archers, xbowmen, cav or whatever class they are playing.

Same goes for "most people". Rock, paper, scissors is the best way to balance the game for average joe who might not be skilled enough to kill someone who has the same gear as him but hey, he's counter to something so he'll be able to deal with those who might be better players than (they are put in a wheelchair by devs). In single player games that's similar to highest difficulty where AI is dumb as always but he has everything better than you so he's made a bigger threat that way.

Strong hybrids means that you can't just be good in archery and be the best, you need to be good at melee also. That way best archers will be those who are skilled in different classes. That will lead to even higher difference between bad, average and awesome players. That's my idea all along, I'm not suggesting to please the average joe and ensure his fun by limiting the best players. Hell no, that's how console games are designed.

You disagree and that's fine. Neither of us are making the call. I still hope that devs will take what I'm saying here into consideration.
Title: Re: Archery: baffs and narfs!
Post by: Adamar on July 03, 2012, 05:31:14 am
120 is very low, both for melee and archery. No one thinks about active wpf. 160 should be the limit, things get a bit out of control above that (especially for archers).

The longbow needs more than 160 for sure, and it's still innacurate at long range.
Title: Re: Archery: baffs and narfs!
Post by: Torost on July 03, 2012, 10:24:19 pm
Crpg is now very tuned to 1slotbows and kiting. I like my 2slotbow!

I would not cry if stun is removed/reduced from arrows, but would be nice if horses were somewhat affected. chance to rear, slowdown,change direction slightly. I use the visualstun animation to see if I hit or miss, no sound. Would make it harder tho if removed.

Fighting with 0slot hammer/hatchet is just silly , only use is for blocking and killing lowlevel peasants.
They are also very short,hitting destroyable objects ingame is hard.
Those that use the 0slotweapons do not have any points in PS or wpf in 1hand.

Have to hit armored opponent 10-15 times to kill, And die from taking 1-2 hits makes it very hard.
Make some of the short 1handweapons into 0slot. Shortsword/hammer/mace without a secondary mode.

Arrows are really expensive , they break all the time. Rolling 2x Bodkins is a hard golddrain. So most end up using 1x bodkins 1x regular arrows. Bow is the main weapon, having enough arrows is a priority. 15+15 is too few for the cost and dmg.
Really frustrating to pickup arrows. Since there are 4 types x 4 states 16 diffrent types. And picking up the wrong kind makes you drop your stack. Low arrowcount could be OK if it was easier to pickup used ones, like automatic pickup. Rewarding mobility over camping. Maybe make all arrows into plain arrows when used once, simulating wear and tear.

I would really like to tradeoff accuracy for more damage. Miss more, but sting hard when hit.
The natural thing is to aim for the torso, rewards for aiming for head or horses legs is frustrating.

Determined archerhunters are so frustrating,bypassing everything to catch an archer. like the agi-bucklers or assasins.

Had one night where you were hunting me Leshma, one round I hit with 3 outa 3 bodkin arrows from my MW rusbow in the short time it took you to close the gap. And even then you did not die. Loomed armor im guessing. And ofc you slayed me. GTX

Sorry for rambling :)
Title: Re: Archery: baffs and narfs!
Post by: TurmoilTom on July 05, 2012, 12:56:12 am
It's a scientifically proven fact that wearing full plate results in getting shot by archers less often. Your chances of getting shot decrease exponentially as your armor values increase.
Title: Re: Archery: baffs and narfs!
Post by: Adamar on July 05, 2012, 01:22:15 pm
It's a scientifically proven fact that wearing full plate results in getting shot by archers less often. Your chances of getting shot decrease exponentially as your armor values increase.

True, in fact I'd rather switch to my mace than waste arrows on them.
Title: Re: Archery: baffs and narfs!
Post by: Oberyn on July 08, 2012, 03:16:51 pm
Indeed, I recently started lvling an alt and it has rekindled my utter hatred and contempt for ranged. Wearing peasant clothes might as well be a big neon saying the words "shoot me" to those worthless k/d padding fuckers.
Title: Re: Archery: baffs and narfs!
Post by: Kafein on July 08, 2012, 03:40:14 pm
Indeed, I recently started lvling an alt and it has rekindled my utter hatred and contempt for ranged. Wearing peasant clothes might as well be a big neon saying the words "shoot me" to those worthless k/d padding fuckers.

The optimal armors are those that look heavier than they are.

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And the worst are those that look lighter.

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Title: Re: Archery: baffs and narfs!
Post by: karasu on July 08, 2012, 04:27:34 pm
Then you find an actual archer who likes a challenge and knows how important is prioritizing on the battlefield, without caring about ego-meters (scoreboards), and your life as a tincan turns into hell.  :rolleyes:
Title: Re: Archery: baffs and narfs!
Post by: Tears of Destiny on July 08, 2012, 08:51:51 pm
This all looks interesting, certainly, but the following quote is my concern.

Buffing damage decreases accuracy.

Then again, arrows are not terribly accurate with the majority of the players and builds so I am not sure most people will notice. The low velocity of the arrows means long distance shooting is not really viable anyways against moving targets (not semi-campers, those are still targets).



Then you find an actual archer who likes a challenge and knows how important is prioritizing on the battlefield, without caring about ego-meters (scoreboards), and your life as a tincan turns into hell.  :rolleyes:
This is admittedly why I love bringing two or three quivers of MW Standard Arrows, simply because of the stun and the ability to harass some poor person with stuns. Better then killing a half dozen players is seeing a tin can flinch every few seconds trying to do something  :mrgreen:
Title: Re: Archery: baffs and narfs!
Post by: Leshma on July 08, 2012, 10:06:02 pm
Then again, arrows are not terribly accurate with the majority of the players and builds so I am not sure most people will notice. The low velocity of the arrows means long distance shooting is not really viable anyways against moving targets (not semi-campers, those are still targets).


Quote
Buffs:

+ 5 to missile speed when masterworked (now is +3)

Two points increase doesn't seem much at first glance but only 4 points is difference between Yumi and Rus bow and that's very noticeable. Also, difference between masterworked and normal bow is pretty big, if we only take missile speed into account (+3 modifier).


Title: Re: Archery: baffs and narfs!
Post by: Kafein on July 09, 2012, 11:39:33 am
Then you find an actual archer who likes a challenge and knows how important is prioritizing on the battlefield, without caring about ego-meters (scoreboards), and your life as a tincan turns into hell.  :rolleyes:

I hate archers that focus horses.

It's even worse when they position themselves carefully, sometimes the whole team is protected with the coverage of one rus/long bow guy.

So it's probably one of the most battle-effective ways to play the class. But it's a fact one gets more projectiles and melee attacks with low armor. Besides, killing enemies is very important. Killing a moderate threat will help your team more than damaging a high one (numerical advantage...). But then again, peasants are not moderate threats.
Title: Re: Archery: baffs and narfs!
Post by: Bulzur on July 09, 2012, 05:39:14 pm
Killing a moderate threat will help your team more than damaging a high one (numerical advantage...). But then again, peasants are not moderate threats.

All players in eu1New are level 21 or above, else they'de be on eu5lv21 or whatever.
I find all melee oriented in level 21 a moderate threat, and easy to kill if they're in light gear, facking peasantry.
So i shoot them.

There's NO real peasants on eu1 anymore. Only fake ones. None of thoses, bypassing upkeep, having more speed, will have my sympathy. Nor should they.
Title: Re: Archery: baffs and narfs!
Post by: Rumblood on July 09, 2012, 08:07:45 pm
I hate archers that focus horses.

O Hai!

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