cRPG
cRPG => Suggestions Corner => Topic started by: Ad1no on November 28, 2012, 12:40:23 am
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Give archers native archery for all I care. But let us sprint them down like the dogs they are and end this kiting bullshit!
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There's already a small sprint mechanic built in (run for x seconds without performing action/having action performed on you and you move faster).
If you were asking for this to be added and had a build similar to mine (18/24) where you already have a lot of athletics, more/the same as the archers who are running this suggestion might be more well accepted, but it's just hard to take it seriously when it's coming from a build that's what, 12 agi/4 ath? You shouldn't be able to catch them with those stats, not unless they mess up horribly or get stuck on terrain, period. Most archers have at least 6 athletics, and many more have 7 or 8.
Part of the problem is that there's still basically little reason to go about above 18 STR for archers as the gain from Powerdraw isn't as great as what will be gained from mobility and higher proficiency. Lobby for that to be changed and you might see more strong, slower archers taking favor over the fast ones.
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But Sosarian, you wear full plate with a pole and a crossbow and a whole bunch of strength.
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Archers out run 90% of the pop.. It's not just me they kite...
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Archers out run 90% of the pop.. It's not just me they kite...
Yes, I'm totally aware of that- most of them can even outrun me. But.. I only just barely have as much athletics as them, and I wear more/heavier armor in most cases, so they by rights should be able to outrun me. This is a problem of people's builds more than anything. People with high strength want to run as fast as low-armor high agi/athletics players without having to sacrifice. If you really want to catch archers that are aware of you, go heavy agility (12/27 or 15/27) instead of heavier strength.
Basically, the inverse of the builds you've done up until now :3
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Sprint would be awesome, but introduce for everyone, and scale duration with agi and weight. Also immediately stop sprint when a mouse button is clicked.
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The only problem is I am not gonna make my character good at only running down archers.. You guys see me play everyday i'm a front line soldier I need strength not speed.
Archers are my counter I accept that, but this kiting is out of control and you guys know it!! :D
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Archers are my counter I accept that, but this kiting is out of control and you guys know it!! :D
I wouldn't say it's out of control, but it could definitely be addressed. For starters, the arrow weight change helps, but is pretty extreme (1 quiver of regular arrows heavier than Great Maul lol). If possible, bows could be given physical length and have an alternate mode as a staff-like melee weapon to facilitate this. Physical weapon length affects run speed, more powerful bows could be longer, etc. Automatic MOTF spawning at a designated amount of time left comes to mind as well.
There are a number of suggestions up at the moment in regards to this, I just think that ones which feel artificial (melee only speed buffs, athletics nerfs related to powerdraw) aren't fair/thought out very well, though I'm confident the developers will find a balance of good suggestions at some point.
Still, it's ultimately a problem of builds, which is a problem with the metagame which gravitates towards more Strength oriented builds in melee and more agility oriented builds in ranged. I don't have a problem with any builds, personally, but would definitely like to see as many dedicated agility-based infantry builds as I do balanced/strength based ones on the battlefield (I'd also like to see more Strength based ranged builds). More quick folks could make kiting archers less of an issue, but it falls on players to commit to those builds.
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Archers can't outrun even the slowest horse :idea:
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If you were asking for this to be added and had a build similar to mine (18/24) where you already have a lot of athletics, more/the same as the archers who are running this suggestion might be more well accepted, but it's just hard to take it seriously when it's coming from a build that's what, 12 agi/4 ath? You shouldn't be able to catch them with those stats, not unless they mess up horribly or get stuck on terrain, period. Most archers have at least 6 athletics, and many more have 7 or 8.
Sosarian has 3 agi
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Archers can't outrun even the slowest horse :idea:
No, but they can dodge all the horses with ease, at least pre-nerf to their run-speed. :wink:
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No, but they can dodge all the horses with ease, at least pre-nerf to their run-speed. :wink:
Yes, but we are talking about the game as it is now aren't we? Or should I bring up melee running around with 250 WPF and limitless slots so they can literally take any weapon and can spin a circle with no friction or delay involved? Oh wait, they nerfed all that....
So what was your point?
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If an archer kites and they're last, it's [usually] delaying. If you're chasing one in battle and can't catch up, then stop wasting time...
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Haven't played a lot since that nerf, but considering that full strength tincans can dodge horses easily, I seriously doubt that archers will have much of a problem, even after the nerf.
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Haven't played a lot since that nerf, but considering that full strength tincans can dodge horses easily, I seriously doubt that archers will have much of a problem, even after the nerf.
Yeah, dodging the horse may be not so tough, but those silly cavalry all come with a really long weapon you know?
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The specifics of how it would be implemented would need further consideration, but I think the general notion of a sprint mechanic, something that relies on player judgment and arguably adds depth to the game, is a much better solution to the issue of kiting than just making arrows stupidly heavy, which does neither.
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Yeah, dodging the horse may be not so tough, but those silly cavalry all come with a really long weapon you know?
2h cav op
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What is the definition of pure melee?
AFAIK the guy suggesting this carries a crossbow.
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Archers out run 90% of the pop.. It's not just me they kite...
This is when you should start riding a Plated Charger, my friend.
Nothing more menacing and enjoyable when you charge into a group of archers/xbowers to disrupt their aims while supporting and tanking for your team.
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What is the definition of pure melee?
AFAIK the guy suggesting this carries a crossbow.
Any ranged item and cavalry should disqualify.
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I made a stf 9/30 archer I thought it would be funny to run around with 3 stacks and a nomad bow
I had 10 ath and I had problems to run out some enemies with 7 or less....
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My stf was a 3/36 archer with 12 ath. Even with 2 quivers I couldn't kite a lightly armored infantry with 7 ath.
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Man, I gotta say, I've seen VERY few kiting archers after the recent change/nerf/what have you. The ones that I have seen are very ineffective.
However, I have seen plenty (more than before) of HA/HX. It's pretty frustrating for most players, but since I'm back to my 15-24 arbalest build, I can shoot down HA/HX quite easily.
I don't have very effective input here, just an observation that I have seen far fewer kiting archers than before. Even the archers that have the ability to kite many players (Kesh, Dildos) aren't fucking assholes. They'll throw down in melee just like everyone else. And for that, I respect them. No respect for delaying HA/HX, though. Fuckers.
I wouldn't say it's out of control, but it could definitely be addressed. For starters, the arrow weight change helps, but is pretty extreme (1 quiver of regular arrows heavier than Great Maul lol). If possible, bows could be given physical length and have an alternate mode as a staff-like melee weapon to facilitate this. Physical weapon length affects run speed, more powerful bows could be longer, etc. Automatic MOTF spawning at a designated amount of time left comes to mind as well.
There are a number of suggestions up at the moment in regards to this, I just think that ones which feel artificial (melee only speed buffs, athletics nerfs related to powerdraw) aren't fair/thought out very well, though I'm confident the developers will find a balance of good suggestions at some point.
Still, it's ultimately a problem of builds, which is a problem with the metagame which gravitates towards more Strength oriented builds in melee and more agility oriented builds in ranged. I don't have a problem with any builds, personally, but would definitely like to see as many dedicated agility-based infantry builds as I do balanced/strength based ones on the battlefield (I'd also like to see more Strength based ranged builds). More quick folks could make kiting archers less of an issue, but it falls on players to commit to those builds.
^^^ right there is a sick-ass suggestion. Give bows with appropriate length (no shortbows or whatever) an alt-mode that allows them to block and do moderate damage. Similar stats to the plain old staff (not quarterstaff), but slower.