cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Konrax on August 17, 2012, 09:13:51 pm

Title: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 17, 2012, 09:13:51 pm
Range is overwhelming the game right now... or thats what people say. I personally use a shield and it works sometimes in keeping me alive against range. I notice a few things along the way playing this and here is what I think range should be more like.

Range needs to stop running away constantly: The ability to easily outrun dedicated melee players means that range will always want to run and pew pew again. Given this information, I suggest that after drawing / aiming any range weapon, the bonus from athletics granted to that character is stalled for 5 seconds. WHY you may ask? Aside from BALANCE, it is realistic given the exact breathing required to fire a bow / or xbow / throwing weapon, which usually has to be steady. To make a bit of variance, each point in throwing / archery would lower this cool down by .3 seconds for each point. This would give a mobility edge to bows / thrown compared to xbows.

Range on horseback: A penalty needs to be added for reload times for all range weapons (except throwing) on horseback. Being on a horse and firing a range weapon is difficult (I would know I'm Hungarian... Attila the Hun, horse archer empire) and with the animal moving makes it more difficult to properly reload a weapon. I suggest that weapons reload 50% slower then normal on horseback, however power draw skill will reduce this time by 5% each point. Xbow will get no reduction. Secondly, while aiming a ranged weapon on horseback, the ability to control the horse should be reduced 50%, so WHILE YOU ARE AIMING AND FIRING your ability to maneuver is hindered. Please note that this would be a 50% softening of its turning speed, and acceleration and NOT A 50% SPEED REDUCTION. This is also supported by balance, and reality, in the case that telling a horse what to do with only your legs is difficult to do, and not as an effective way to guide a horse as pulling the reigns.

WPF Curve: I imagine this will be addressed soon, but I just wanted to point out that high WM was supposed to be appealing to hybrids, now its not really necessary since you don't need much WM to get 2 skills above 100.

Thanks for the read, post what you think!
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 17, 2012, 09:20:08 pm
Just to add to this:

If these changes were implemented, I would like to see the body damage done by range return to its original amount.

You can keep your headshot bonus.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Mr_Oujamaflip on August 17, 2012, 10:42:16 pm
Some good ideas IMO.

Especially the Horse Archery rate of fire thing, sounds cool.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Arrowblood on August 17, 2012, 11:54:12 pm
Yes nerf Horse Archery more :rolleyes:
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 17, 2012, 11:59:08 pm
Yes nerf Horse Archery more :rolleyes:

If arrows to the body went back to old level damage would it still be a nerf?
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: San on August 18, 2012, 02:11:08 am
Stabilizing arrow damage and making it less random is also a welcome addition. People who get hit by an arrow would know what to expect from additional hits easier, less random arrow glancing, easier for archers to predict their damage output.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Bulzur on August 18, 2012, 12:55:57 pm
Range is overwhelming the game right now... or thats what people say. I personally use a shield and it works sometimes in keeping me alive against range. I notice a few things along the way playing this and here is what I think range should be more like.
It's overwhelming because of it's high number. But it's needed against cavs.
Sadly, i don't think you can balance the game by changing one class and not the other at the moment. Cav and Range are in the same boat.


Range needs to stop running away constantly: The ability to easily outrun dedicated melee players means that range will always want to run and pew pew again. Given this information, I suggest that after drawing / aiming any range weapon, the bonus from athletics granted to that character is stalled for 5 seconds. WHY you may ask? Aside from BALANCE, it is realistic given the exact breathing required to fire a bow / or xbow / throwing weapon, which usually has to be steady. To make a bit of variance, each point in throwing / archery would lower this cool down by .3 seconds for each point. This would give a mobility edge to bows / thrown compared to xbows.
An archer and a thrower NEEDS to move after each shot/throw, else he'll being shot by other people. That's why athletics is important, to quickly move after shooting. If your effective athletic is zero after shooting :
-archers won't be able to stay with the group.
-all kind of range will "easily" be picked off by cavs.
-range will definitely find it easier to shoot down other range (specially xbow are going to have a good time getting rid of archers, since they can aim for ever and wait for the archer to be as slow as a lv1 peasant who forgot to put one point in athletics... except he's wearing heavier armor, quivers and bow.

I know it's frustrating chasing an archer. That's why there's "dedicated" agi builds to do that. If even a 24/12 melee can catch up to an archer, while dodging effectively, things will be broken.


Range on horseback: A penalty needs to be added for reload times for all range weapons (except throwing) on horseback. Being on a horse and firing a range weapon is difficult (I would know I'm Hungarian... Attila the Hun, horse archer empire) and with the animal moving makes it more difficult to properly reload a weapon. I suggest that weapons reload 50% slower then normal on horseback, however power draw skill will reduce this time by 5% each point. Xbow will get no reduction. Secondly, while aiming a ranged weapon on horseback, the ability to control the horse should be reduced 50%, so WHILE YOU ARE AIMING AND FIRING your ability to maneuver is hindered. Please note that this would be a 50% softening of its turning speed, and acceleration and NOT A 50% SPEED REDUCTION. This is also supported by balance, and reality, in the case that telling a horse what to do with only your legs is difficult to do, and not as an effective way to guide a horse as pulling the reigns.

That seems a bit hard. Take only one of the two nerfs here. 25% speed reduction for archers and 50% longer reload time for xbow will significantly reduce the amount of "spam" indeed, but it's thanks to this spam that they can keep decent damage output. Their damage is already reduced on horseback, if you reduce their shooting speed, it will really not be beneficial to "invest" so much money on an horse.
The 50% softening of acceleration and maneuver is also silly. They definitely need it when chasing or being chased by other cavs. They don't usually use their top speed too, since it really makes them inaccurate, so nerf that if you want.
This is not a balance, this is a great idea to destroy the HX and HA.


WPF Curve: I imagine this will be addressed soon, but I just wanted to point out that high WM was supposed to be appealing to hybrids, now its not really necessary since you don't need much WM to get 2 skills above 100.

I'm sorry, but it's still appealing for hybrids. 100 wpf in archery or throwing is definitely not enough. Especially if, as a melee hybrid, you want to have a medium armor for when you go melee, reducing even more your effective wpf.
Still, i'm expecting some nice changes with the new wpf curve.


All in all, in thoses "BALANCING RANGE without nerfing damage" i only see a "NERFING RANGE without nerfing damage BUT nerfing damage output by sec".
And, it's not even for the sake of balance... At first, i even though it was a troll, but it seems you're serious about this.

And since you don't have enough :
If these changes were implemented, I would like to see the body damage done by range return to its original amount.

So you ALSO want to nerf the common damage in body shots finally. Thanks for a VERY MISGUIDED title.  :evil:



Stabilizing arrow damage and making it less random is also a welcome addition. People who get hit by an arrow would know what to expect from additional hits easier, less random arrow glancing, easier for archers to predict their damage output.

+1. Definitely this. Random damage is a pain for both the victim and the shooter.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 18, 2012, 04:22:45 pm
It's overwhelming because of it's high number. But it's needed against cavs.
Sadly, i don't think you can balance the game by changing one class and not the other at the moment. Cav and Range are in the same boat.

Cavalry needs to be adjusted as well, this thread isn't called fixing crpg game balance.

An archer and a thrower NEEDS to move after each shot/throw, else he'll being shot by other people. That's why athletics is important, to quickly move after shooting. If your effective athletic is zero after shooting :
-archers won't be able to stay with the group.
-all kind of range will "easily" be picked off by cavs.
-range will definitely find it easier to shoot down other range (specially xbow are going to have a good time getting rid of archers, since they can aim for ever and wait for the archer to be as slow as a lv1 peasant who forgot to put one point in athletics... except he's wearing heavier armor, quivers and bow.

Range will have no problem staying with the group because they won't be firing their weapons the entire time they are approaching. Once they get to the location they want to fire from then they will start shooting. Range vs Range will be fine because we are talking about moving a short distance here after each shot. I didn't suggest having cinder blocks on the feet of range, but instead softening how quickly they can ramp up their athletics speed. Range shouldn't be able to dance around as much anyways while shooting, maybe its better for the game if range was a little more effective against range.

The speed reduction needs to be put in because the counter for range is shields, and shields move slow and therefore can never catch the range and thus makes them completely useless at countering range.

I know it's frustrating chasing an archer. That's why there's "dedicated" agi builds to do that. If even a 24/12 melee can catch up to an archer, while dodging effectively, things will be broken.

Agi builds are good for something then. But I don't think the counter to range is supposed to be quick almost no armour low hp 2h guys. Maybe shields? Not sure I have to check with chadz.


That seems a bit hard. Take only one of the two nerfs here. 25% speed reduction for archers and 50% longer reload time for xbow will significantly reduce the amount of "spam" indeed, but it's thanks to this spam that they can keep decent damage output. Their damage is already reduced on horseback, if you reduce their shooting speed, it will really not be beneficial to "invest" so much money on an horse.
The 50% softening of acceleration and maneuver is also silly. They definitely need it when chasing or being chased by other cavs. They don't usually use their top speed too, since it really makes them inaccurate, so nerf that if you want.
This is not a balance, this is a great idea to destroy the HX and HA.

If your being chased by cav then you can still turn and fire, it will prevent those figure 8 impossible to catch horse range guys who literally just spam shoot. They need to get their rate of fire reduced a bit because of...... check last suggestion.

I'm sorry, but it's still appealing for hybrids. 100 wpf in archery or throwing is definitely not enough. Especially if, as a melee hybrid, you want to have a medium armor for when you go melee, reducing even more your effective wpf.
Still, i'm expecting some nice changes with the new wpf curve.

Sorry let me say that its really easy to get to 130 in 2 lines really easily then.

All in all, in thoses "BALANCING RANGE without nerfing damage" i only see a "NERFING RANGE without nerfing damage BUT nerfing damage output by sec".
And, it's not even for the sake of balance... At first, i even though it was a troll, but it seems you're serious about this.

Maybe the rate of fire was reduced on HA, but on ground range it would only reduce the amount of run run shoot run shoot that range classes do.

And since you don't have enough :
So you ALSO want to nerf the common damage in body shots finally. Thanks for a VERY MISGUIDED title.  :evil:

You do realize that a couple patches ago damage to the body with ranged weapons was nerfed pretty good. To compensate they made headshots to more damage. This suggestion here would actually give range back more damage, so your wrong. I proposed to give range more damage, but limit its movement capabilities ONLY while using range weapons. There is nothing stopping range from retreating to a new firing position if there is danger, it just means they can't take 3 shots while running away and expect to survive.

+1. Definitely this. Random damage is a pain for both the victim and the shooter.

+1 to this also
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Bulzur on August 18, 2012, 06:22:59 pm
You do realize that a couple patches ago damage to the body with ranged weapons was nerfed pretty good. To compensate they made headshots to more damage. This suggestion here would actually give range back more damage, so your wrong. I proposed to give range more damage, but limit its movement capabilities ONLY while using range weapons.

Oops, my bad.  :oops:
I read it in the other way. Though... body shots from archery back then were pretty powerfull. I think melees would prefer getting spammed than getting one shotted. :S

This body nerf damage was needed back then. But... i do agree that a "less brutal" suggestion (archers/xbow loose 30% of their athletics for 2sec after having released their projectile, HA/HX are 15% slower to reload ) would be fine. Without having back the "normal" body shot damage. This one is insane.

True, let's fix archery from a melee point of view. Then afterwards, fix cavalry from the melee and range point of view. Do both at the same time can be quite hard.

Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Cup1d on August 18, 2012, 06:40:44 pm
I wonder, why even Native infantry players already stopped whining about «Ommagad overpowered archery» and found many smart ways to counter archers? Do we really have such low quality player base in crpg, that even after countless nerfs this «problem» still appears?
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 18, 2012, 07:44:42 pm
I wonder, why even Native infantry players already stopped whining about «Ommagad overpowered archery» and found many smart ways to counter archers? Do we really have such low quality player base in crpg, that even after countless nerfs this «problem» still appears?

Shed some wisdom on us
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Miwiw on August 18, 2012, 07:48:06 pm
Bad bad suggestions. Really bad.

Drawing speed of HA is already too slow, seriously. If it even takes longer it's impossible to do anything against over cav or foot archers. Horse Archers are already too weak. I wouldn't care about more dmg to the body, accuracy and drawing speed is more important.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 18, 2012, 07:50:04 pm
Bad bad suggestions. Really bad.

Drawing speed of HA is already too slow, seriously. If it even takes longer it's impossible to do anything against over cav or foot archers. Horse Archers are already too weak. I wouldn't care about more dmg to the body, accuracy and drawing speed is more important.

Is draw speed already reduced on horseback? From my understanding you only get an accuracy penalty which at horse archery 4 is almost non existent.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: San on August 18, 2012, 07:55:30 pm
I agreed with the OP based on my experiences with using an HX. Slower drawing speed for HA (in addition to less maneuver while firing) would tip the balance unfavorably against other cavalry on second thought.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 18, 2012, 08:46:37 pm
Maybe the idea needs to be tweaked further, but the intention of the change was to make horse archers more appealing than horse xbow cav.

And maybe limit them a little bit in the very short range confrontations with infantry. So inf at least have SOME chance to catch them if they aren't paying attention.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Vodner on August 18, 2012, 09:30:58 pm
Quote
If even a 24/12 melee can catch up to an archer, while dodging effectively, things will be broken.
No, that would be perfectly fair. What is unfair is that the archer will likely glance with his sidearm once engaged in melee. He should be at a disadvantage in melee versus a dedicated melee player, but he shouldn't just be flat-out boned. This is one of the few things Native did well with regards to melee/ranged balance - archers moved slower and didn't hit as hard in melee, but they were still capable of taking out people in melee if they landed solid blows.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 25, 2012, 02:41:52 am
Anyone else?
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Teeth on August 25, 2012, 10:42:05 pm
Aside from BALANCE, it is realistic given the exact breathing required to fire a bow / or xbow / throwing weapon, which usually has to be steady.
They weren't exactly taking sniper shots at a kilometer distance, you know?
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Konrax on August 27, 2012, 05:47:15 am
They weren't exactly taking sniper shots at a kilometer distance, you know?

Even from 15 feet your breathing will effect the accuracy of your shot with a bow and xbow. Throwing not so much.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Cyclopsided on August 27, 2012, 06:06:17 am
I'm going to say right now, there are some good points in this thread but a whole lot of awful ones.
I hope you understand the way the player base works as min-maxing have-to-have-best-build players. Thus the best way to have people stop being kiting archers is...

THEY WAY TO FIX KITING ARCHERS IS MAKE STRENGTH BUILD ARCHERY BETTER THAN AGI KITING ARCHERY AT KILLIN' THEM DUDES.
 Currently, strength archery has 0 zero benefits over agility stacking 6 PD archery. But, what about the damage? surely strength archery does tons more currently?! It doesn't. Shik and I did some archery testing and damage comparisons between his 30/15 10 PD archer and my 18/27 Agi archer. He only does more damage than me at distances less than 20 M, and he only does barely more damage.
I'll say that again. His 10 PD longbow barely out damages my 6 PD longbow at close range, but at 20M + distance our damage is equivalent. You wouldn't know which one of us hit you if we didn't tell you.
(click to show/hide)

Okay, so Strength archery is... equivalent damage at pretty much all ranges archers shoot from.
Except he Is slower. He is inaccurate (horribly inaccurate). His bow draws slower. He is worse at everything involving archery compared to my build.
In fact, the ONLY benefit his 10 PD build has is that he has a few more hitpoints from his strength!
Garbage. I would never do  an archer over 6 PD under any circumstance under this system. OF COURSE everyone is a kiting agility archer. Seriously guys, looking at the situation all wrong :). The solution is to encourage people to not be kiting awfuls, not by heavily nerfing them, but by making something other than it viable.


I believe the solution to this is a minor nerf in damage for agility archers ( ME. I WANT TO NERF ME.) but keep the super accuracy agility archers have.
The next part is to buff the damage output of strength archers to where they should be in damage. A 10 PD longbow should be an inaccurate but high damaging cannon. Not an inaccurate same-damage-as-me.
(click to show/hide)
Fix.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Ikaguia on September 03, 2012, 11:00:24 pm
totally agreed with marathon.
also, why would someone with an arm almost 2x stronger draw the bow almost 2x slower?
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Tears of Destiny on September 03, 2012, 11:24:44 pm
Marathon speaks the truth.
Title: Just bumping this
Post by: GuiKa on September 19, 2012, 03:45:00 pm
I'm going to say right now, there are some good points in this thread but a whole lot of awful ones.
I hope you understand the way the player base works as min-maxing have-to-have-best-build players. Thus the best way to have people stop being kiting archers is...

THEY WAY TO FIX KITING ARCHERS IS MAKE STRENGTH BUILD ARCHERY BETTER THAN AGI KITING ARCHERY AT KILLIN' THEM DUDES.
 Currently, strength archery has 0 zero benefits over agility stacking 6 PD archery. But, what about the damage? surely strength archery does tons more currently?! It doesn't. Shik and I did some archery testing and damage comparisons between his 30/15 10 PD archer and my 18/27 Agi archer. He only does more damage than me at distances less than 20 M, and he only does barely more damage.
I'll say that again. His 10 PD longbow barely out damages my 6 PD longbow at close range, but at 20M + distance our damage is equivalent. You wouldn't know which one of us hit you if we didn't tell you.
(click to show/hide)

Okay, so Strength archery is... equivalent damage at pretty much all ranges archers shoot from.
Except he Is slower. He is inaccurate (horribly inaccurate). His bow draws slower. He is worse at everything involving archery compared to my build.
In fact, the ONLY benefit his 10 PD build has is that he has a few more hitpoints from his strength!
Garbage. I would never do  an archer over 6 PD under any circumstance under this system. OF COURSE everyone is a kiting agility archer. Seriously guys, looking at the situation all wrong :). The solution is to encourage people to not be kiting awfuls, not by heavily nerfing them, but by making something other than it viable.


I believe the solution to this is a minor nerf in damage for agility archers ( ME. I WANT TO NERF ME.) but keep the super accuracy agility archers have.
The next part is to buff the damage output of strength archers to where they should be in damage. A 10 PD longbow should be an inaccurate but high damaging cannon. Not an inaccurate same-damage-as-me.
(click to show/hide)
Fix.
Title: Re: Just bumping this
Post by: Jarlek on September 19, 2012, 05:40:51 pm
Making archers have to choose between damage or accuracy? Ok.

6 PD shouldn't 2hit people.
Title: Re: Just bumping this
Post by: Joker86 on September 19, 2012, 06:11:49 pm
I don't say this would fix the problems we have with archery at the moment, but it would definitely fix the internal class balance. So yes, of course, why not?
Title: Re: Just bumping this
Post by: Cyclopsided on September 19, 2012, 08:04:25 pm
*In response to seeing the individual thread made before this got merged back into original topic*
Wait, somebody actually read my posts?
Nobody ever replies, so I assume people just skip it and say "tl;dr"
<3

Oh, and this isn't the only thing wrong with the internal balance of archery. The internal bow balance at a glance LOOKS logical, base damage values of cheap/fast firing bows doing less.
The thing is, they actually do even LESS than that. Lower base damage will not compound like higher base damages with % increases.
 Power draw is a percent increase to damage, AND has a limiter of percent increase to bow req. +4.
 For example, a 1 PD bow will only receive the damage benefits of up to 5 PD. So it actually has a cumulatively less bonus to damage from other bows. To receive the end damage to put it in line with how bad it should be (still would be a cheap shitty bow), a 1 PD bow should have a slightly higher base damage. Just like 2 points more damage on Bow and short bow, 1 more for nomad. That should balance it.

They would still be peasanty weapons, but they shouldn't glance on light-medium armor anymore. They'd still glance on heavy and plate though. At least you could kill someone then.
Title: Re: Just bumping this
Post by: Tydeus on September 21, 2012, 12:34:27 pm
*In response to seeing the individual thread made before this got merged back into original topic*
Wait, somebody actually read my posts?
Nobody ever replies, so I assume people just skip it and say "tl;dr"
<3

Oh, and this isn't the only thing wrong with the internal balance of archery. The internal bow balance at a glance LOOKS logical, base damage values of cheap/fast firing bows doing less.
The thing is, they actually do even LESS than that. Lower base damage will not compound like higher base damages with % increases.
 Power draw is a percent increase to damage, AND has a limiter of percent increase to bow req. +4.
 For example, a 1 PD bow will only receive the damage benefits of up to 5 PD. So it actually has a cumulatively less bonus to damage from other bows. To receive the end damage to put it in line with how bad it should be (still would be a cheap shitty bow), a 1 PD bow should have a slightly higher base damage. Just like 2 points more damage on Bow and short bow, 1 more for nomad. That should balance it.

They would still be peasanty weapons, but they shouldn't glance on light-medium armor anymore. They'd still glance on heavy and plate though. At least you could kill someone then.
Trying to balance for all bows being viable is unrealistic. I agree with shik in that the Long Bow, Rus Bow, Yumi, Horn Bow and Tatar Bow should all have roughly the same viability (depending on builds, of course). This isn't too far off from where we are right now, I think. Likely only minor adjustments would need to be made to fix this as currently the the Horn Bow and the Rus Bow are both widely used, with the Yumi finding frequent use among HAs. Long Bow, I believe, will fix itself when str archery gets fixed. Tatar Bow seems balanced as it is right now. I think people don't use it because anyone that would even consider it, already has enough accuracy and speed from wpf that they can sacrifice what you gain from the Tatar, for the Horn Bow's damage, and not lose effectiveness. Just buff Tatar's damage to being 1 less than the Horn.

Right now, the Long Bow and the Rus Bow fit two slightly different niches, with one of them being mostly inefficient, but they each have a uniqueness between them that the Horn and Tatar bows lack. Could change them so that they aren't simply seen as upgrades of one another. Increase the Horn bows damage and slow the bow down, slightly increase the Tatar Bow's damage and leave the speed and accuracy as they are.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Cyclopsided on September 21, 2012, 07:10:29 pm
It i not unrealistic, I just proposed something that would make two of the bows going from not viable at killing people to viable at killing people. They wouldn't be good like the other ones per se, But there is no logical argument against making them usable.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Torost on September 24, 2012, 12:47:20 am
If you want real archers(2slot archery+2stacks of arrows) to atleast try to fight and spec for melee.. you have to give them atleast the choice of 1slot 1 hander weapons that are usable. Fighting with the 0slot weapons is just silly. They are only for blocking and killing peasants.

But more likely, archers will still run, and just be harder to kill off once caught with improved melee opertunites.

STR archery have very little benefits over AGI archery.

Im a slow ,inaccurate STR archer.. old habbits .. dont like 1slot archery,headshotting or kiting.
I sorta like the inaccuracy, and danger of running slower than many infantry. But wish I could pull out a real weapon (1hander) when people come close. My light armor and lack of points towards melee (0) would be a good enough handicap vs dedicated infantry.

This whole balancing thing gets even harder.. since a 1slot crossbowuser can do the same thing a STRarcher can.. just use all points in meleeskills, room for real meleeweapons and wear heavy armor.

You might argue that STRarchers are silly for using such a stupid build, valid point.
Not adapting ,and just QQing on forums... is quite common in crpg...

Some of us play for fun.. an we like to play a certain way.. not purely resultoriented...

Instead of marginally different speed,accuracy and dmg stats for the bows. I would want niche bows. Fast bow, Hard hitting bow, Accurate bow, Cheap bow.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Thomek on September 24, 2012, 02:19:07 am
0-slot weapon with 24 str req should be invented!
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Tears of Destiny on September 24, 2012, 02:21:18 am
We should just buff STR archers so there is a reason not to be a kiting little bastard. As of now AGI archers do the same damage at range, are more accurate, run faster, so why ever go STR?

Then again, even after all this time people still use crossbows as disturbingly accurate 1wpf sidearms even after so many "fixes" so I sincerely doubt that this will ever be fixed in this game, this "imbalance" of range, due to people usually missing the point of what is actually causing imbalances and instead using bruteforce to apply a fix in the wrong spot.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Belatu on September 25, 2012, 02:59:40 pm
Have you ever, thought, or contemplated the idea, of getting a shield?
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: sF_Guardian on September 25, 2012, 03:06:03 pm
Have you ever, thought, or contemplated the idea, of getting a shield?

As 2 Hander?  :lol:
I`m not a 2H to be forced to slow down myself with a shield so I will never reach that archers.
Besides this it uses 2 much points to get a good shield.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Belatu on September 25, 2012, 03:15:26 pm
this is what you say

As 2 Hander?  :lol:
I`m not a 2H to be forced to slow down myself with a shield so I will never reach that archers.
Besides this it uses 2 much points to get a good shield.

This is what i read:

bla bla because I am more than then bla bla I cry a lot  and bla bla  :mrgreen:
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Tydeus on September 25, 2012, 03:23:33 pm
We should just buff STR archers so there is a reason not to be a kiting little bastard. As of now AGI archers do the same damage at range, are more accurate, run faster, so why ever go STR?
The disparity is ridiculous, but I don't think simply having STR archers do more damage than what they're doing now, is the best solution. Instead str archers should maintain their current damage, and other archers should lose damage. The last thing anyone should want, is archers able to consistently 2 shot most opponents. Buff those build's damage more and you're going to see that.

The reason why simply buffing str archery is so bad though, is that the crpg population has been taking a huge hit lately. I can't recall a time when there were this few number of people playing, and with this strat's mechanics, I can see no reason that it would do anything other than bring people back to crpg. Yet we still find days where NA_1, during prime time, only has 40(fourty) people playing. Ultimately the reason why people play crpg over native, is balance. Everything else crpg has to offer, you can pretty much get with another mod.
Title: Re: Balancing Range without nerfing damage (Mini textwall warning)
Post by: Jarlek on September 25, 2012, 03:27:15 pm
Have you ever, thought, or contemplated the idea, of getting a shield?
I did, but having a shield makes me way worse at dealing with archers.

This was not as a 2hander, not even a hoplite, but as a 1h. Shields are so useless now against ranged you're better off without them just because of the movement speed.